









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 26 / 87% |
| Size | huge |
| Lifes / Deaths | Killed by cutpurse at level 2 on the 75th Pyre 122nd year of Ascendancy at 17:00 / 56Killed by Glulewyn the large brown snake at level 11 on the 16th Dusk 122nd year of Ascendancy at 15:22 Killed by shadow at level 16 on the 25th Dusk 122nd year of Ascendancy at 16:27 Killed by assassin at level 18 on the 72nd Dusk 122nd year of Ascendancy at 15:15 Killed by herald of oblivion at level 18 on the 73rd Dusk 122nd year of Ascendancy at 03:03 Killed by Zubuta the grannor'vor at level 18 on the 73rd Dusk 122nd year of Ascendancy at 04:34 Killed by Porabremira the dredgling at level 18 on the 73rd Dusk 122nd year of Ascendancy at 09:11 Killed by Aruwe the temporal stalker at level 18 on the 74th Dusk 122nd year of Ascendancy at 05:39 Killed by Aruwe the temporal stalker at level 18 on the 74th Dusk 122nd year of Ascendancy at 07:09 Killed by Aruwe the temporal stalker at level 18 on the 74th Dusk 122nd year of Ascendancy at 08:39 Killed by Ivebeth the thief at level 19 on the 74th Dusk 122nd year of Ascendancy at 17:10 Killed by Polalranne the rogue at level 19 on the 74th Dusk 122nd year of Ascendancy at 19:06 Killed by Glenor the blue jelly at level 19 on the 75th Dusk 122nd year of Ascendancy at 04:02 Killed by Lisama the bandit at level 19 on the 75th Dusk 122nd year of Ascendancy at 16:21 Killed by Elyta the dremling at level 20 on the 75th Dusk 122nd year of Ascendancy at 21:59 Killed by Ce'Nuda the drem at level 20 on the 76th Dusk 122nd year of Ascendancy at 06:37 Killed by Belomithra the cutpurse at level 20 on the 76th Dusk 122nd year of Ascendancy at 16:16 Killed by rattlesnake at level 20 on the 79th Dusk 122nd year of Ascendancy at 11:20 Killed by Yvada the Anaconda's mucus ooze at level 20 on the 79th Dusk 122nd year of Ascendancy at 18:51 Killed by fire drake hatchling at level 20 on the 79th Dusk 122nd year of Ascendancy at 20:14 Killed by Yvada the anaconda at level 21 on the 79th Dusk 122nd year of Ascendancy at 23:59 Killed by Yvada the anaconda at level 21 on the 1st Time of Equilibrium 122nd year of Ascendancy at 01:35 Killed by Zeuth the Bringer of Doom at level 21 on the 1st Haze 122nd year of Ascendancy at 18:15 Killed by Gigatta the copperhead snake at level 21 on the 1st Haze 122nd year of Ascendancy at 21:50 Killed by Zubyra the wolf at level 21 on the 2nd Haze 122nd year of Ascendancy at 02:10 Killed by Salyrelaith the giant acid ant at level 22 on the 2nd Haze 122nd year of Ascendancy at 14:45 Killed by Lashing Tentacle at level 22 on the 2nd Haze 122nd year of Ascendancy at 16:42 Killed by bandit at level 22 on the 3rd Haze 122nd year of Ascendancy at 11:58 Killed by Eilinithra the cutpurse at level 22 on the 3rd Haze 122nd year of Ascendancy at 14:45 Killed by Eilinithra the cutpurse at level 22 on the 3rd Haze 122nd year of Ascendancy at 16:10 Killed by bandit at level 23 on the 3rd Haze 122nd year of Ascendancy at 19:17 Killed by Eledath the headless horror at level 23 on the 4th Haze 122nd year of Ascendancy at 15:35 Killed by Yvithra the saw horror at level 23 on the 4th Haze 122nd year of Ascendancy at 17:12 Killed by ravaging entropic rip at level 23 on the 4th Haze 122nd year of Ascendancy at 19:35 Killed by saw horror at level 23 on the 5th Haze 122nd year of Ascendancy at 00:30 Killed by devourer at level 23 on the 5th Haze 122nd year of Ascendancy at 03:37 Killed by Xotha the oozing horror at level 23 on the 5th Haze 122nd year of Ascendancy at 05:04 Killed by Xotha the oozing horror at level 23 on the 5th Haze 122nd year of Ascendancy at 06:08 Killed by Weirdling Beast at level 23 on the 5th Haze 122nd year of Ascendancy at 19:06 Killed by Weirdling Beast at level 23 on the 5th Haze 122nd year of Ascendancy at 22:17 Killed by Kheleltheen at level 23 on the 6th Haze 122nd year of Ascendancy at 00:17 Killed by Weirdling Beast at level 23 on the 6th Haze 122nd year of Ascendancy at 02:09 Killed by shadow at level 23 on the 6th Haze 122nd year of Ascendancy at 03:53 Killed by Kheleltheen at level 23 on the 6th Haze 122nd year of Ascendancy at 06:10 Killed by Noshoreur the onilug at level 24 on the 60th Haze 122nd year of Ascendancy at 00:24 Killed by luminous horror at level 24 on the 60th Haze 122nd year of Ascendancy at 02:00 Killed by Salada the cutpurse at level 24 on the 60th Haze 122nd year of Ascendancy at 10:41 Killed by Yvessra the Guardian at level 24 on the 60th Haze 122nd year of Ascendancy at 14:10 Killed by Emeriamina the ice wyrm at level 24 on the 60th Haze 122nd year of Ascendancy at 19:14 Killed by Xanadavena the Guardian at level 24 on the 60th Haze 122nd year of Ascendancy at 20:36 Killed by Aerena the Guardian at level 24 on the 61st Haze 122nd year of Ascendancy at 05:53 Killed by Politira the giant green ant at level 24 on the 61st Haze 122nd year of Ascendancy at 09:51 Killed by Politira the giant green ant at level 24 on the 61st Haze 122nd year of Ascendancy at 11:16 Killed by minotaur at level 26 on the 72nd Haze 122nd year of Ascendancy at 13:30 Killed by Gutira the gigantic corrosive tunneler at level 26 on the 73rd Haze 122nd year of Ascendancy at 01:55 Killed by elven tempest at level 26 on the 75th Haze 122nd year of Ascendancy at 16:30 |
Primary Stats
| Strength | 70 (base 40) |
| Dexterity | 22 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 68 (base 50) |
| Willpower | 45 (base 24) |
| Cunning | 33 (base 10) |
Resources
| Life | 792/792 |
| Positive | 125/125 |
| Hate | 62/104 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 11.45199091085 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 4 |
Offense: Barehand
| Damage | 45 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +15% |
| Physical | +35% |
| Cold | +35% |
| All | +5% |
| Lightning | +32% |
| Light | +8% |
| Mind | +21% |
| Nature | +18% |
Offense: Damage Penetration
| Arcane | +10% |
| Acid | +10% |
| Light | +15% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 50 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 45%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 21%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 22%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 78% |
| Confusion Resistance | 35% |
| Teleport Resistance | 20% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 451 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% 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 Cunning stat. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Crimson Templar | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Dark Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Fatigue reduced by 21%. Charm: Innervating |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost tinker from death by 3-headed hydra. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Kheleltheen. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 180. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Ravenwhisper' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Damage when hit (Melee): 2 arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +10% blight Physical save: +11 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+5 eff.) Silence immunity: +28% Confusion immunity: +35% Stun/Freeze immunity: +38% Infravision radius: +2 A pair of boots made of leather. It was corrupted by the digestive sack. |
| On hands | Belewyn the Frigidgrind (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +4 Str / +1 Dex / +1 Con Changes resistances: +6% blight Changes damage: +9% physical / +9% cold Spell save: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | hardened leather cap 'Zubeta' (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +3% Changes stats: +8 Str / +6 Dex Changes resistances: +2% physical / +8% cold / +6% fire / +3% nature / +5% arcane Physical save: +12 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 361.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Daimozilachak the Frigidrupture [power 275] (14/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% cold Physical save: +18 (+6 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 371 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | MayyldataPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +4 Str / +4 Mag / +1 Wil / +7 Cun / +5 Con Equilibrium when hit: +0.04 Maximum hate: +4.00 Spellpower: +16 (+5 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | EilinyvenaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes resistances: +26% nature / +13% mind Changes damage: +13% mind / +13% nature / +5% all Spell save: +6 (+2 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +2.00 Spellpower: +8 (+2 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
| Around neck | Camaregonik the GlintqueenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +5% arcane / +12% light Changes resistances penetration: +10% acid / +10% arcane Life regen: +2.00 Stamina each turn: +0.70 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
| Main armor | Gloruma the cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +11 Str / +12 Mag / +10 Wil / +4 Cun / +3 Con Changes resistances: +24% acid / +16% cold / +17% lightning / +11% all Changes damage: +16% acid / +21% physical / +21% cold / +27% lightning Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | brass lantern 'Eludhema'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% physical / +3% fire Spell save: +6 (+2 eff.) Silence immunity: +10% Life regen: +4.00 Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | linen cloak 'Lustrebrawn' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +3 Wil / +1 Cun Changes damage: +3% light / +3% mind Psi when hit: +0.04 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Betabeth the FlashnightInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +11 (+6 eff.) Changes resistances: +6% acid / +12% cold Changes resistances penetration: +15% light Stealth bonus: +10 Spell save: +7 (+2 eff.) Maximum life: +38.00 Light radius: +2 Size category: +1 A belt that goes around your waist. |
Inventory
heroism infusion of the titan (die at -418; dur 7; cd 28)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: 28 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 7 turns. While Heroism is active, you will only die when reaching -418 life. The duration and life will increase by 1% for every 1% life you have lost (currently 418 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. |
shielding rune of the wizard (absorb 337; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 337 damage for 3 turns. 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. |
CarrionnoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% acid Changes resistances penetration: +25% nature Maximum hate: +8.00 Mental crit. chance: +4% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 253 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Infernospitter the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +10% arcane Mental save: +6 (+3 eff.) Cut immunity: +50% Equilibrium when hit: +0.04 Maximum hate: +2.00 Mental crit. chance: +4% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's copper amulet of mastery (0.10 Celestial / Radiance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Celestial / Radiance Stamina each turn: +0.30 Amulets make your neck look great! |
AdethaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Str Changes resistances: +6% acid / +9% cold / +22% nature Changes resistances penetration: +15% physical Changes damage: +11% nature Rings make your fingers look great! |
Chiletir the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +3% nature Mental save: +15 (+7 eff.) Poison immunity: +20% Cut immunity: +10% Disarm immunity: +10% Confusion immunity: +24% Maximum life: +80.00 Rings make your fingers look great! |
DemonblurPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +35% darkness Changes resistances penetration: +10% blight / +15% mind Changes damage: +13% darkness Critical mult.: +5.00% Mana when firing critical spell: +1.00 Rings make your fingers look great! |
Gloompain the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 8 fire Changes resistances: +12% fire / +6% darkness / +6% temporal Maximum encumbrance: +28 Rings make your fingers look great! |
Hathalin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +1 Str / +2 Wil / +5 Con Mental save: +7 (+3 eff.) Confusion immunity: +32% Light radius: +3 Infravision radius: +2 See invisible: +6 Rings make your fingers look great! |
IvutiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Dex Changes damage: +3% mind Stun/Freeze immunity: +20% Life regen: +1.00 Mental crit. chance: +1% See invisible: +6 Rings make your fingers look great! |
NimbusboreInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 30 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 30 Damage (Ranged): 6 physical Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +3% lightning Changes damage: +6% lightning Hate when firing a critical mind attack: +1.00 Maximum hate: +16.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
gold ring 'Morningquencher'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light / 4 darkness Changes resistances: +12% darkness Changes resistances penetration: +10% light / +25% temporal Changes damage: +9% light Mental save: +8 (+4 eff.) Confusion immunity: +34% Rings make your fingers look great! |
steel ring 'Searvengeance'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str / +16 Mag / +5 Wil / +3 Cun Changes damage: +6% fire Reduces incoming crit damage: 5.00% Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+4 eff.) Spellpower: +13 (+4 eff.) Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 125.79 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Smearwaker the steel greatsword (23-37 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 93 fire damage (1/turn) Damage Shield penetration (this weapon only): +16% Damage (radius 1) on hit: +4 nature / +8 cold Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Changes resistances: +9% cold Changes resistances penetration: +12% fire / +7% physical Changes damage: +9% fire Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Glownull the dwarven-steel longsword (31-43 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage Damage (Melee): +7 cold When wielded/worn: Changes resistances: +9% cold Changes damage: +6% light Light radius: +2 Sharp, long, and deadly. |
Salisetta the steel mace (11-16 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +5 nature / +5 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +0.08 Mindpower: +15 (+5 eff.) Blunt and deadly. |
iron mace (12-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
iron mace 'Coaltide' (12-17 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +1 Str / +1 Mag / +1 Cun Changes resistances: +9% fire Blunt and deadly. |
Kinetic Focus (6-6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Psionic Fury (12-13 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 158.51 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Chalerand the Glacierwisp (17-23 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 cold When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +3% lightning Changes resistances penetration: +15% cold One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Rimespar'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +15% blight Changes damage: +9% cold Mental save: +5 (+2 eff.) Spellpower: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Arthoran (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +8 Str Changes resistances penetration: +5% temporal Reduces incoming crit damage: 15.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Delokalthorain the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 blight Changes stats: +1 Cun / +4 Con Changes resistances: +6% acid Physical save: +11 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+5 eff.) Disease immunity: +20% Spell crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porysevea (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +2 Wil Changes resistances: +6% lightning / +5% temporal Changes damage: +3% mind 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 'Malygakhad' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +5 Con Changes resistances: +9% blight / +15% light Changes damage: +5% physical Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Life regen: +4.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Tempestnight' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire Changes resistances penetration: +15% mind Changes damage: +3% lightning Physical save: +3 (+1 eff.) Silence immunity: +10% Life regen: +4.00 Maximum life: +40.00 Movement speed: +25% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Galylar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Armour: +2 Fatigue: +3% Changes resistances: +4% physical Life regen: +3.10 Stamina each turn: +0.60 Psi each turn: +0.22 Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 18.5 - 25.9 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% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 cold Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Amybers the Infernomight (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 fire Changes stats: +3 Str / +3 Con Changes damage: +9% darkness / +6% fire Physical save: +12 (+4 eff.) Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.75 to 158.24 lightning damage (105.49 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
cashmere wizard hat 'Yvegaselaith' (2 def, 0 armour)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.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances: +25% blight / +3% mind Changes damage: +25% blight / +3% mind Psi each turn: +0.16 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Allows you to breathe in: water A cap made of leather. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 84.78 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rejuvenating rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of leather. |
Hanifang the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +3 Dex / +3 Wil / +4 Con Changes resistances: +15% cold / +17% fire Maximum life: +33.00 A suit of armour made of metal plates. |
flaming dwarven-steel shield of resistance (0 def, 6 armour, 77 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 1 fire Changes resistances: +7% acid / +7% fire / +5% lightning / +5% cold Talent granted: +1 Block Handheld deflection devices. |
icy steel shield (0 def, 4 armour, 40 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 2 ice Talent granted: +1 Block Handheld deflection devices. |
4 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. |
164 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. |
3 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. |
2 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Halyrentir the Blackreek (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to slow global speed by 57% * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 2 acid Changes stats: +3 Str Changes resistances: +6% darkness Changes resistances penetration: +15% nature Changes damage: +3% darkness When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Obsidianmistress the iron pickaxe (dig speed 20 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+6 eff.) Changes stats: +1 Str / +3 Dex Changes resistances penetration: +10% darkness Changes damage: +5% mind / +6% fire Mental save: +6 (+3 eff.) Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Brodichak' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +1 Str / +2 Dex Changes damage: +9% acid Maximum mana: +20.00 Spell crit. chance: +4% Movement speed: +10% 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +11% 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 349/400. 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. |
iron torque of psionic shield [power 23] (14/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
10 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. |
6 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. |
8 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
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Kheleltheen the Ogre Sun Paladin level 21
1st Haze 122nd year of Ascendancy at 19:37 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Kheleltheen the Ogre Sun Paladin level 22
3rd Haze 122nd year of Ascendancy at 04:22 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kheleltheen the Ogre Sun Paladin level 23
6th Haze 122nd year of Ascendancy at 08:28 see stats
I meant to do that... (Exploration mode)
Avoid death 50 times with a life-saving talent.By Kheleltheen the Ogre Sun Paladin level 23
6th Haze 122nd year of Ascendancy at 00:00 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kheleltheen the Ogre Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 00:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Kheleltheen the Ogre Sun Paladin level 20
75th Dusk 122nd year of Ascendancy at 20:58 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Kheleltheen the Ogre Sun Paladin level 24
30th Haze 122nd year of Ascendancy at 00:50 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Kheleltheen the Ogre Sun Paladin level 24
60th Haze 122nd year of Ascendancy at 17:55 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Kheleltheen the Ogre Sun Paladin level 9
8th Mirth 122nd year of Ascendancy at 13:06 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Kheleltheen the Ogre Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 07:48 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Kheleltheen the Ogre Sun Paladin level 21
1st Haze 122nd year of Ascendancy at 05:17 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Kheleltheen the Ogre Sun Paladin level 16
25th Dusk 122nd year of Ascendancy at 14:02 see stats

































































































































