









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 30 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by storm drake at level 30 on the 1st Pyre 123rd year of Ascendancy at 18:03 / 1 |
Primary Stats
| Strength | 71 (base 60) |
| Dexterity | 78 (base 60) |
| Constitution | 14 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 12) |
Resources
| Life | -105/778 |
| Paradox | 300 |
| Stamina | 128/140 |
| Equilibrium | 0 |
| Healing Factor | 1.2926086956522 |
| Regeneration | 2.9083695652175 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 10 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 68 |
| Crit Chance | 20% |
| APR | 25 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +9% |
| Arcane | +6% |
| Physical | +45% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +39% |
| Light | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 15 (38.536585365854%) |
| Defense | 42 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 23 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Nature | + 13%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 24%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 76% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 27% |
| Bleed Resistance | 100% |
| Disarm Resistance | 81% |
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 109.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 390 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 9. Arcane Eye |
| detrimental effect | On death will restore to the source up to 7 times the vim's worth. Bleak Outcome |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of faeros ash. * You've found the needed honey tree root. 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 chunk of ghoul flesh. * You've found the needed vial of fire wyrm saliva. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of rushing (0 def, 1 armour) =Sil-22/Conf-20/St-21/Rush=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Con Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +21% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 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. |
| Quiver | quiver of yew arrows 'Dagythad' (2/19, 171% power, 18 apr) =171%, Arcane burn, fast=Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 171% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +10.0% Capacity: 19 On weapon hit: * 40 arcane resource burn * Slows global speed by 20% * 10% chance to create an air burst Travel speed: +400% Burst (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
| Light source | Wintertide Phial =Mental Dispersion=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | linen wizard hat of the Brotherhood (1 def, 0 armour) =Arcane Eye=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Con / +2 Mag Changes damage: +6% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | stralite torque of psychoportation 'Relgorand' [power 45] (4/27 cooldown) =Psychoportation-45/30=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Talent granted: +5 Telekinetic Blast Physical save: +10 (+4 eff.) Stamina each turn: +0.20 It can be used to teleport randomly (rad 45), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate =Wheel of Fate=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +10% nature Changes damage: +12% darkness Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +48% Life regen: +0.50 Maximum life: +90.00 Healing mod.: +13% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Getuzor the steel ring =Conf-26, 10% PP, 12% PD=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Changes stats: +4 Dex Changes resistances penetration: +10% physical Changes damage: +12% physical Mental save: +7 (+3 eff.) Confusion immunity: +26% Rings can have magical properties. |
| Around waist | Hettyndil =Sil-5, 6% PDam=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Dex / +4 Cun / +6 Lck Changes resistances: +9% nature Changes damage: +6% physical Trap disarming bonus: +7 Stealth bonus: +6 Spell save: +6 (+3 eff.) Silence immunity: +5% Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Beloranor the Glitterblur =R-7, 29% PPen, 27% PDam=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +29% physical / +5% light / +5% mind Changes damage: +9% light / +27% physical Longbows are used to shoot arrows at your foes. |
| On hands | steady dwarven-steel gauntlets of dispersion (0 def, 2 armour) =Dis-31, Magic Dispersion=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 5 arcane Changes stats: +5 Wil / +4 Mag Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +31% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dreamer's cashmere robe of life (2 def, 0 armour) =Sleep Immunity=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% blight / +10% mind / +18% darkness Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +25 (+9 eff.) Life regen: +1.50 Maximum life: +40.00 Healing mod.: +13% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception =Deception=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | clarifying copper amulet =Conf-20=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
Inventory
Blood of Life =Blood of Life=Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the sneak (absorb 307 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 4 turns. Its effects scale with your Cunning 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 ability. |
shielding rune of the warrior (absorb 444 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 444 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 94)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Phlegm's kiss =+2 Sight, Blind-10=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +3 Dex Changes resistances: +11% cold / +13% fire Changes resistances penetration: +5% nature Changes damage: +6% nature Blindness immunity: +10% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
starlit gold amulet =Blind-24=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% light / +10% darkness Blindness immunity: +24% Amulets can have magical properties. |
Betoseldabeth =Blind-34=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Wil / +4 Mag Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Blindness immunity: +34% Spellpower: +12 (+6 eff.) Mindpower: +5 (+3 eff.) Infravision radius: +4 See stealth: +10 See invisible: +8 Rings can have magical properties. |
Betyvena the steel ring =DSP 40%=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +15% acid / +14% fire / +18% cold / +14% lightning Changes damage: +15% blight Spell save: +6 (+3 eff.) Mana each turn: +0.12 Spell crit. chance: +3% Damage Shield penetration: +40% Rings can have magical properties. |
Charpiety the steel ring =10 CUN, TP-Dragon=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 8 mind / 12 fire Changes stats: +6 Dex / +5 Wil / +10 Cun Changes damage: +6% mind Grants telepathy: Dragon Rings can have magical properties. |
Grinigoleg =6 CUN, 15% PP=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +21 (+7 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +2 Dex / +6 Cun Changes resistances: +2% physical Changes resistances penetration: +15% physical Life regen: +1.00 Healing mod.: +10% Rings can have magical properties. |
Nightsong =6 CUN=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wilddash =5 CUN, DSP 10%, 6% All D=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +5 Mag Changes resistances: +36% darkness Changes damage: +18% darkness / +6% all Spell save: +26 (+13 eff.) Mana when firing critical spell: +2.00 Spellpower: +15 (+8 eff.) Mindpower: +13 (+7 eff.) Damage Shield penetration: +10% Rings can have magical properties. |
copper ring 'Brightwolf' =5 CUN, TP-Orc, TP-Dragon=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +1 Con Changes resistances: +6% light Grants telepathy: Dragon Humanoid/Orc Mindpower: +6 (+3 eff.) Infravision radius: +3 Rings can have magical properties. |
copper ring of arcana(+0.11/turn) =Sil-21, Mana regen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. |
gold ring of tenacity =Dis-22, Pin-20, Knock-28=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +28% Maximum life: +23.00 Rings can have magical properties. |
steel ring of sensing =Blind-25=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +25% Infravision radius: +3 See stealth: +7 See invisible: +9 Rings can have magical properties. |
warrior's steel ring of perseverance =Stun-20=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
ash longbow 'Unruhad' =9 CON=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +9 Con / +3 Wil Talent mastery: +0.15 Wild-gift / Fungus See invisible: +24 It can be used to regenerate 140 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
swiftstrike yew longbow of true flight =R-9, swift=Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +12.0% Longbows are used to shoot arrows at your foes. |
Rope Belt of the Thaloren =7 CUN=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Galeking the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% mind / +12% lightning Changes resistances penetration: +20% lightning Changes damage: +12% mind / +15% lightning Physical save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islarin (0 def, 4 armour) =25% PP=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Con Changes resistances: +12% cold Changes resistances penetration: +25% physical Knockback immunity: +20% Stamina each turn: +0.50 Maximum stamina: +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Camyromnir' (0 def, 15 armour) =9% PD=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +15 Fatigue: +3% Changes stats: +10 Dex / +3 Wil Changes damage: +9% mind / +9% physical Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blackpassion' (3 def, 3 armour) =6 CON=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -2% Changes stats: +2 Str / +4 Cun / +6 Con Changes resistances: +6% darkness See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Goroharakan the rough leather gloves (6 def, 1 armour) =15% PD=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +3 Dex Changes damage: +15% physical Life regen: +0.60 Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =Dis-38=Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +38% Metal gloves protecting the hands up to the middle of the lower arm. |
Beruronik the linen wizard hat (1 def, 4 armour) =11% PD=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+2 eff.) Armour: +4 Defense: +1 (+0 eff.) Changes stats: +1 Str Changes resistances: +11% physical / +9% light / +6% temporal Changes damage: +11% physical A pointy cloth hat, very wizardly... |
Daysorrow the linen wizard hat (1 def, 0 armour) =Stun-15=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid / +21% cold Changes resistances penetration: +20% light Changes damage: +11% acid Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +15% A pointy cloth hat, very wizardly... |
Helm of the Dominated (0 def, 9 armour) =Sil-30=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+5 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Helm of the Dwarven Emperors (0 def, 6 armour) =Blind-30, Conf-30=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 15.19 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Isledath the Scorpionvalor (1 def, 0 armour) =Blind-20, Sil-10=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +6% fire / +3% darkness / +5% arcane Changes resistances penetration: +15% nature Spell save: +6 (+3 eff.) Blindness immunity: +20% Silence immunity: +10% A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) =Stun-30=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Xyrin the Dawnfury (0 def, 3 armour) =7 CON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex / +7 Con Critical mult.: +3.00% Physical save: +19 (+7 eff.) A cap made of leather. |
cashmere wizard hat 'Ereleblek' (2 def, 0 armour) =8 CUN=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Cun / +1 Wil Changes resistances: +13% blight Changes damage: +13% blight / +21% mind Mental save: +18 (+6 eff.) See invisible: +6 A pointy cloth hat, very wizardly... |
iron helm 'Xissra' (0 def, 3 armour) =Blind-5, Dis-20, Stun-10=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Blindness immunity: +5% Disarm immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aramira (2 def, 4 armour) =Conf-15, Pin-20, Stun-10=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +37% lightning Mental save: +30 (+10 eff.) Cut immunity: +15% Confusion immunity: +15% Pinning immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life A suit of armour made of leather. |
deadly quiver of yew arrows of daylight (16/16, 155% power, 10 apr) =155%, 17% Undead=Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 155% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +11 light Damage against: +17% Undead Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of amnesia (22/22, 144% power, 10 apr) =144%, Amnesia=Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 25% chance to put talents on cooldown 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. |
324 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
6 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glowgash (dig speed 39 turns) =Conf-20=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% temporal / +11% nature / +3% mind Changes damage: +6% nature / +9% light Poison immunity: +15% Confusion immunity: +20% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Politha the Ravenpython (dig speed 19 turns) =Dig-19=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% light / +3% darkness Physical save: +9 (+3 eff.) Blindness immunity: +5% Cut immunity: +20% Maximum life: +20.00 Maximum stamina: +16.00 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. |
Rungof's Fang =AP +7, TP-Canine=Infused 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. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Goma the brass lantern =DSP-30%=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +3% mind / +6% fire Changes resistances penetration: +20% blight Maximum vim: +20.00 Spellpower: +8 (+4 eff.) Light radius: +2 Damage Shield penetration: +30% 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. |
Prox's Lucky Halfling Foot =25% ch. to rem. Stun/Pin=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) =Recall=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 182 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 Chest =Trans=Powered 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. |
iron torque of kinetic psionic shield 'Flashsun' [power 25] (4/18 cooldown) =Pin-15=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +18% light / +3% fire Changes damage: +9% lightning Mental save: +6 (+2 eff.) Pinning immunity: +15% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Corpseslice the ash wand of clairvoyance [power 10] (4/6 cooldown) =Clay 10/6, TP-Orcs=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +2 Con Grants telepathy: Humanoid/Orc Maximum vim: +9.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Poreyalaith the Blastmaim [power 9] (4/6 cooldown) =9% PDam, Clay 9/6=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Con Changes resistances: +3% lightning Changes resistances penetration: +20% lightning Changes damage: +9% physical Critical mult.: +3.00% It can be used to reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of trap destruction [power 83] (4/20 cooldown) =Trap 83=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (83 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
6 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
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Boner the Skeleton Archer level 18
51st Haze 122nd year of Ascendancy at 18:37 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Boner the Skeleton Archer level 22
13rd Regrowth 123rd year of Ascendancy at 13:15 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Boner the Skeleton Archer level 10
6th Haze 122nd year of Ascendancy at 11:30 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Boner the Skeleton Archer level 20
4th Regrowth 123rd year of Ascendancy at 20:20 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Boner the Skeleton Archer level 30
1st Pyre 123rd year of Ascendancy at 10:50 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Boner the Skeleton Archer level 18
5th Decay 122nd year of Ascendancy at 14:48 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Boner the Skeleton Archer level 21
10th Regrowth 123rd year of Ascendancy at 17:17 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Boner the Skeleton Archer level 6
60th Dusk 122nd year of Ascendancy at 21:47 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boner the Skeleton Archer level 27
41st Regrowth 123rd year of Ascendancy at 01:09 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Boner the Skeleton Archer level 5
11st Dusk 122nd year of Ascendancy at 03:47 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Boner the Skeleton Archer level 23
20th Regrowth 123rd year of Ascendancy at 21:51 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Boner the Skeleton Archer level 27
39th Regrowth 123rd year of Ascendancy at 23:16 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Boner the Skeleton Archer level 25
31st Regrowth 123rd year of Ascendancy at 05:25 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boner the Skeleton Archer level 16
37th Haze 122nd year of Ascendancy at 23:01 see stats
Log
Boner's Shoot hits Urkis, the High Tempest for 4 mind damage.
Snow giant thunderer misses Boner.
Talent Vital Shot is ready to use.
Boner shoots!
You collect a new ingredient: snow giant kidney (1).
Boner's Shoot hits Snow giant thunderer for 238 physical damage.
Boner resists!
Boner's Shoot killed Snow giant thunderer!
Storm drake hatchling hits Boner for (45 absorbed), 0 physical (0 total damage).
Thunderstorm hits Boner for (128 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest casts Freeze.
Boner reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Boner crumbles.
Boner shrugs off the effect 'Frozen'!
Urkis, the High Tempest hits Boner for (115 reacted , -4 stam), (359 absorbed), 59 cold (59 total damage).
Boner casts Rune: Teleportation.
Talent Steady Shot is ready to use.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Boner!
Boner reacts to damage from Snow giant boulder thrower, mitigating the blow!.
Boner is knocked back!
Urkis, the High Tempest casts Rune: Manasurge.
Urkis, the High Tempest starts to surge mana.
Snow giant boulder thrower hits Boner for (86 reacted , -4 stam), 311 physical (311 total damage).
Storm drake breathes lightning!
Boner reacts to damage from Storm drake, mitigating the blow!.
Saving game...














































































































