











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | 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.] 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: Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 35 / 16% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 27 (base 25) |
| Constitution | 12 (base 12) |
| Magic | 108 (base 60) |
| Willpower | 77 (base 60) |
| Cunning | 14 (base 10) |
Resources
| Life | 753/753 |
| Mana | 542/542 |
| Paradox | 300 |
| Healing Factor | 1.3064835164836 |
| Regeneration | 22.536840659342 |
Speed
| Mental | -3.1941116418466E-11% |
| Attack | -3.1941116418466E-11% |
| Movement | +59.729022714359% |
| Spell | -3.1941116418466E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 30 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 29% |
| Speed | 1.0000000000003 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 8% |
| Speed | 1.0000000000003 |
Offense: Damage Bonus
| Temporal | +23% |
| Fire | +22% |
| Physical | +18% |
| Mind | +34% |
| All | +13% |
Offense: Damage Penetration
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 61.933968309681 (43.636363636364%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 16 |
| Physical Save | 17 |
| Spell Save | 52 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 54%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 57% |
| Confusion Resistance | 76% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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 417 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 640 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Matrix |
| talent | Extension |
| talent | Reality Smearing |
| talent | Premonition |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Empower |
| beneficial effect | The target is moving is 60% faster. 3 Celerity |
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 |
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 Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Burb the snow giant champion. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 fire 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 Shade. | 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. | 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 precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within17 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 | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +2 Wil Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +23% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | ethereal brass lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +6% darkness Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 23 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | Silorikira the dwarven-steel helm (6 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +3% temporal / +13% darkness / +8% fire / +6% cold / +14% light Changes resistances penetration: +10% mind Changes damage: +21% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Changes damage: +6% all Life regen: +7.00 Maximum life: +64.00 Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +13% Rings can have magical properties. |
| On fingers | painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+4 eff.) Changes damage: +5% all Life regen: +6.00 Maximum life: +60.00 Spellpower: +10 (+3 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +16% Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +12 Mag Mana each turn: +0.24 Maximum mana: +23.00 Spell crit. chance: +5% A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% physical Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +27 (+6 eff.) Spell crit. chance: +6% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | drakeskin leather gloves 'Windblight' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 24% chance to reduce all saves and defense by 34 Damage (Melee): 24 mind / 39 darkness Changes resistances: +18% acid / +12% darkness / +12% blight / +12% nature / +6% light Spell save: +6 (+2 eff.) Mental save: -8 (-4 eff.) Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ce'Nerelle the Abysssin (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +2 Physical crit. chance: +7.0% Physical power: +19 (+6 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage (Melee): 12 acid / 14 fire Damage when hit (Melee): 11 acid / 13 fire Changes stats: +10 Str / +2 Dex / +6 Mag / +7 Wil Changes resistances: +15% acid / +12% fire / +15% lightning Changes damage: +9% fire Critical mult.: +5.00% Life regen: +4.00 Stamina each turn: +1.10 Spellpower: +19 (+4 eff.) Spell crit. chance: +7% Mindpower: +15 (+4 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
| Cloak | enveloping linen cloak of sorcery (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Mag / +3 Wil Physical save: +6 (+4 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | CyraressraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% blight / +12% cold / +26% mind Spell save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Silence immunity: +20% Confusion immunity: +43% Teleport immunity: +20% Only die when reaching: -80.00 life Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 18%; reduction 3; 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 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 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. |
heroism infusion of the warrior (die at -323; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -323 life. The duration and life will increase by 1% for every 1% life you have lost (currently 323 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 591%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, acid, arcane, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 5 blight, 3 acid, 4 arcane, 3 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 24; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 26; resist 27%; move 45%; dur 5; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 45% faster, and you are invisible (power 26). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arcvenom the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str Changes resistances: +9% lightning / +2% physical Physical save: +12 (+7 eff.) Silence immunity: +20% Maximum life: +60.00 Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
IslalleCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes resistances: +9% light / +3% mind Talent masteries: +0.22 Chronomancy / Chronomancy +0.22 Chronomancy / Spacetime Weaving Disease immunity: +20% Stun/Freeze immunity: +20% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 366 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
MurkkissPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Mag Changes resistances: +6% darkness Stun/Freeze immunity: +20% Knockback immunity: +20% Teleport immunity: +10% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Only die when reaching: -40.00 life Maximum mana: +26.00 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful gold amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Con Life regen: +2.00 Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
warmaker's gold amulet of strength (+11)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +11 Str / +6 Dex / +6 Wil Amulets can have magical properties. |
Aduwe the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +3% light / +6% blight Changes damage: +20% acid Rings can have magical properties. |
Guta the MagmaruneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Cun Changes resistances: +5% arcane / +3% fire Changes damage: +9% fire Stun/Freeze immunity: +22% Life regen: +2.00 Mindpower: +15 (+4 eff.) Rings can have magical properties. |
Searparry the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +2 Mag Changes resistances: +30% fire Changes resistances penetration: +25% arcane / +10% fire Changes damage: +21% fire Spell save: +15 (+5 eff.) Maximum vim: +30.00 Spellpower: +25 (+6 eff.) Rings can have magical properties. |
conjurer's copper ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +14% acid / +13% fire / +12% lightning / +11% cold Spellpower: +6 (+2 eff.) Rings can have magical properties. |
copper ring 'Rainglean'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind / +12% cold Changes damage: +11% mind Silence immunity: +10% Confusion immunity: +20% Teleport immunity: +20% Light radius: +2 Rings can have magical properties. |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +3 Changes resistances: +3% all Changes damage: +6% all Spellpower: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Changes resistances: +3% all Changes damage: +6% all Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Armour: +3 Defense: +10 (+2 eff.) Changes resistances: +3% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 108% 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. |
gold garnet ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Life regen: +10.00 Maximum life: +64.00 Spell crit. chance: +3% Mental crit. chance: +3% Healing mod.: +12% Rings can have magical properties. |
gold onyx ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Physical power: +7 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +6 Cun / +3 Con Changes resistances: +42% nature Changes damage: +15% nature Spellpower: +10 (+3 eff.) Mindpower: +9 (+3 eff.) Light radius: +2 Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 108% 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. |
painweaver's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +14% acid / +14% fire / +18% lightning / +10% cold Changes damage: +7% all Spellpower: +13 (+3 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
pixie's copper ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +14% acid / +14% fire / +13% lightning / +13% cold Spellpower: +6 (+2 eff.) Rings can have magical properties. |
stralite garnet ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +9% nature / +10% blight Changes damage: +6% all Poison immunity: +18% Disease immunity: +18% Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
Sparkwitch (188% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 189% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +23 nature / +8 lightning When wielded/worn: Accuracy: +28 (+12 eff.) Changes stats: +16 Str Changes resistances: +3% lightning / +15% temporal Changes damage: +3% lightning / +16% physical Massive two-handed swords. |
Koragorn the Mucushacker (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +10.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes stats: +6 Cun / +3 Con Changes resistances penetration: +20% nature Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Reduces incoming crit damage: 15.00% Maximum life: +100.00 Mindpower: +8 (+2 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. |
Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+6 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.9 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 245.81 physical (gravity) damage. Each target moved beyond the first increases the damage by 30.73 (up to a maximum of 122.90 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Vorynor the EarthfistInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +6% lightning / +6% temporal / +9% fire / +2% physical / +3% acid Physical save: +6 (+4 eff.) See invisible: +3 A belt that goes around your waist. |
hardened leather belt 'Erineg'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex / +5 Con Changes resistances: +9% fire / +14% cold Silence immunity: +20% Knockback immunity: +20% Maximum life: +60.00 A belt that goes around your waist. |
Islotira (6 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 (+1 eff.) Defense: +6 (+1 eff.) Fatigue: -3% Changes stats: +4 Dex Changes resistances: +3% darkness / +5% arcane Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Liseda (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +6% light / +6% nature Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Nylathavon (20 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +13 Defense: +20 (+5 eff.) Fatigue: +2% Only die when reaching: -80.00 life Maximum stamina: +20.00 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. |
alchemist's rough leather gloves of war-making (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 cold / 4 lightning Changes stats: +3 Mag / +3 Wil Critical mult.: +6.00% Spell crit. chance: +5% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 102% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 1). Damage (Melee): +6 ice / +6 fire / +8 acid / +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Hazepride' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +10% cold Changes damage: +12% mind Critical mult.: +20.00% Mindpower: +5 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Chillravage the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 4 cold Changes resistances: +12% lightning / +22% cold / +12% fire / +9% temporal Changes damage: +12% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Coalwasp the hardened leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +7 Dex Changes resistances: +6% temporal / +15% darkness / +6% blight / +6% fire / +6% cold Changes resistances penetration: +5% darkness Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Infravision radius: +5 A cap made of leather. |
Ebonypiety the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +5% temporal / +6% nature Changes damage: +3% darkness Spell save: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Glintscar the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 light Changes stats: +11 Str / +5 Dex / +2 Wil / +4 Cun / +3 Con Changes resistances: -20% light Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Xerivea' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +1% physical / +7% fire / +5% arcane / +6% cold Changes damage: +6% mind Critical mult.: +20.00% Maximum psi: +20.00 A cap made of leather. |
Squalorkiss (0 def, 25 armour, 100% power, 82 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 131% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (radius 1) on hit: +14 fire Damage (radius 2) on crit: +8 light When wielded/worn: Armour: +25 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 8 fire Changes resistances: +9% nature Talent granted: +1 Block Healing mod.: +20% Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1014 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. |
5 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. |
10 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. |
4 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shadowstoker the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +10 Str / +4 Dex / +2 Cun Changes resistances: +6% nature Changes damage: +3% darkness Light radius: +2 See invisible: +6 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 'Lisyleth' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +15% acid Changes resistances penetration: +10% acid Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+4 eff.) Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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? |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Flowersun the voratun torque of mindblast [power 445] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +30 (+13 eff.) Physical crit. chance: +3.0% Defense: +10 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% nature Changes resistances penetration: +25% physical / +10% nature / +5% fire It can be used to blast the opponent's mind dealing 596 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 49% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Starhue' [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +1% physical Reduces incoming crit damage: 10.00% Physical save: +15 (+9 eff.) Disease immunity: +20% Teleport immunity: +20% 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% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
7 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. |
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. |
8 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. |
11 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. |
9 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
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By ZyZ the Cornac Paradox Mage level 34
39th Regrowth 123rd year of Ascendancy at 08:56 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZyZ the Cornac Paradox Mage level 10
6th Flare 122nd year of Ascendancy at 11:11 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By ZyZ the Cornac Paradox Mage level 33
35th Regrowth 123rd year of Ascendancy at 20:40 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By ZyZ the Cornac Paradox Mage level 28
76th Dusk 122nd year of Ascendancy at 12:41 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By ZyZ the Cornac Paradox Mage level 22
59th Dusk 122nd year of Ascendancy at 13:23 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By ZyZ the Cornac Paradox Mage level 10
6th Flare 122nd year of Ascendancy at 11:09 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By ZyZ the Cornac Paradox Mage level 20
38th Dusk 122nd year of Ascendancy at 01:35 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By ZyZ the Cornac Paradox Mage level 30
54th Haze 122nd year of Ascendancy at 00:19 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ZyZ the Cornac Paradox Mage level 30
58th Haze 122nd year of Ascendancy at 23:11 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By ZyZ the Cornac Paradox Mage level 33
35th Regrowth 123rd year of Ascendancy at 19:13 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By ZyZ the Cornac Paradox Mage level 18
35th Dusk 122nd year of Ascendancy at 23:13 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By ZyZ the Cornac Paradox Mage level 9
10th Mirth 122nd year of Ascendancy at 05:10 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By ZyZ the Cornac Paradox Mage level 15
23rd Dusk 122nd year of Ascendancy at 00:02 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZyZ the Cornac Paradox Mage level 29
53rd Haze 122nd year of Ascendancy at 23:08 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZyZ the Cornac Paradox Mage level 19
36th Dusk 122nd year of Ascendancy at 23:49 see stats
Wibbly Wobbly Timey Wimey Stuff (Madness (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By ZyZ the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 17:50 see stats
Log
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There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 68th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
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Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:28.
Today is the 70th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
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Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
--------------------------------
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
--------------------------------
You don't see how to get there...
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
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There is a Mark of the Spellblaze here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
ZyZ deactivates Empower.
ZyZ deactivates Energy Decomposition.
ZyZ deactivates Contingency.
ZyZ deactivates Extension.
ZyZ deactivates Reality Smearing.
ZyZ deactivates Premonition.
ZyZ deactivates Matter Weaving.
ZyZ deactivates Matrix.





















































































































