
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Adventurer Plus Addon 1.1.5Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Ashes of Urh'Rok 1.2.4Official 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:
Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Superhuman |
| Class | Hero |
| Level / Exp | 37 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 127 (base 50) |
| Dexterity | 67 (base 50) |
| Constitution | 64 (base 24) |
| Magic | 75 (base 51) |
| Willpower | 40 (base 9) |
| Cunning | 54 (base 12) |
Resources
| Mana | 559/559 |
| Negative | 0/158 |
| Vim | 373/373 |
| Life | 2575/2575 |
| Positive | 138/138 |
| Stamina | 300/300 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 10.223578638462 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 7 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 366 |
| Accuracy | 68 |
| Crit Chance | 75% |
| APR | 33 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 68.325264567058 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.2 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 66.56 (71.358024691358%) |
| Defense | 57.15 |
| Ranged Defense | 57.15 |
| Fatigue | 0 |
| Physical Save | 59.533333333333 |
| Spell Save | 42 |
| Mental Save | 64.279581099587 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 100% |
| Fear Resistance | 5% |
| Blind Resistance | 18% |
| Silence Resistance | 30% |
| Bleed Resistance | 5% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: 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 250 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Blazebrand | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Night | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Spellsword Combat |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Fire Stance |
| talent | Arcane Combat |
| talent | Elemental Destruction |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +2. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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. * 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 425. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. Press to compare |
| Light source | alchemist's lamp 'Ulyrach' alchemist's lamp 'Ulyrach'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 physical Changes damage: +6% acid Physical save: +9 (+2 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
| On head | reforged The Black Crown (4 def, 27.5 armour) reforged The Black Crown (4 def, 27.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +28 Defense: +4 (+1 eff.) Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +22% blight / +2% fire / +22% darkness Talent masteries: +0.10 Technique / Armor forging +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Talent granted: +1 Disperse Magic Mental save: +14 (+4 eff.) Blindness immunity: +5% Confusion immunity: +5% Fear immunity: +5% Stamina each turn: +0.30 Maximum stamina: +32.00 Shadow Power: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | Dayward the voratun pickaxe (dig speed 10 turns) Dayward the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 4 arcane Changes stats: +7 Str Changes resistances: +15% nature / +10% physical Changes resistances penetration: +10% blight / +10% arcane Changes damage: +9% nature / +6% light Critical mult.: +15.00% Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum vim: +20.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Nightsong NightsongInfused 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 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.4 Power cost: 40 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 32 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. Press to compare |
| On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 304.45 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Press to compare |
| Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 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. Press to compare |
| In main hand | reforged Warmaster Gnarg's Murderblade (101.3-162.08 power, 26 apr) reforged Warmaster Gnarg's Murderblade (101.3-162.08 power, 26 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 101.3 - 162.1 Uses stats: 50% Mag, 142% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +18 Armour Penetration: +26 Physical crit. chance: +13.0% Attack speed: 108% When this weapon hits: Chain Lightning (10% chance level 3). Damage (Melee): +48 light / +48 fire Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Changes damage: +24% lightning / +24% arcane Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Talent granted: +5 Acidic Spray Massive two-handed swords. Press to compare |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.8 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. Press to compare |
| Main armor | reforged Emelyra the Kindleshaper (6.5 def, 22.5 armour) reforged Emelyra the Kindleshaper (6.5 def, 22.5 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +6 (+2 eff.) Fatigue: +16% Changes resistances: +2% lightning / +6% physical / +2% arcane / +12% fire Critical mult.: +25.00% Physical save: +27 (+7 eff.) Cut immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Life regen: +4.08 Stamina each turn: +0.90 Mana when firing critical spell: +2.00 Maximum life: +96.00 Spellpower: +6 (+2 eff.) A suit of armour made of mail. Press to compare |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent masteries: +0.10 Cunning / Stealth +0.10 Wild-curse / Silent hunter It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.4 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. Press to compare |
| Around neck | serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +10 Lck Blindness immunity: +13% Infravision radius: +4 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. Press to compare |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the sneak (+13 for 10 turns, die at -470) heroism infusion of the sneak (+13 for 10 turns, die at -470)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -470 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+14 for 9 turns, die at -369) heroism infusion of the titan (+14 for 9 turns, die at -369)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -369 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
teleportation rune of the warrior (range 196) teleportation rune of the warrior (range 196)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 196 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. |
teleportation rune of the warrior (range 151) teleportation rune of the warrior (range 151)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 151 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. |
Rune of the Rift (310.00 temporal damage, removed from time 4 turns) Rune of the Rift (310.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 325.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
starlit steel amulet of willpower (+3) starlit steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% light / +14% darkness Blindness immunity: +20% Amulets can have magical properties. Press to compare |
Barasta BarastaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Damage when hit (Melee): 4 physical Changes resistances: +4% physical Critical mult.: +12.00% Equilibrium when hit: +0.08 Amulets can have magical properties. Press to compare |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 300 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.4 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. Press to compare |
warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. Press to compare |
rogue's steel ring of darkness (+22%) rogue's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. Press to compare |
warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. Press to compare |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
sneakthief's gold ring of clarity sneakthief's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun / +6 Dex Mental save: +7 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. Press to compare |
forged stralite battleaxe (79-118.5 power, 10 apr) forged stralite battleaxe (79-118.5 power, 10 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 79.0 - 118.5 Uses stats: 50% Mag, 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +10.5% Attack speed: 108% When this weapon hits: Silence (10% chance level 3). On weapon hit: * 20% chance to torment the target Damage (Melee): +48 light / +48 cold When wielded/worn: Changes resistances penetration: +9% mind / +14% darkness Changes damage: +24% darkness / +24% fire Talent granted: +2 Deadly Strikes Massive two-handed battleaxes. Press to compare |
forged stralite battleaxe (81.3-121.95 power, 13 apr) forged stralite battleaxe (81.3-121.95 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 81.3 - 121.9 Uses stats: 50% Mag, 142% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +13 Physical crit. chance: +10.5% Attack speed: 108% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +49 nature / +49 physical When wielded/worn: Armour penetration: +16 Changes stats: +1 Dex Changes resistances penetration: +12% physical Changes damage: +25% blight / +41% physical Talent granted: +3 Deadly Strikes Light radius: +3 Infravision radius: +3 Massive two-handed battleaxes. Press to compare |
forged stralite battleaxe (69.5-104.25 power, 10 apr) forged stralite battleaxe (69.5-104.25 power, 10 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 50% Mag, 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +10.5% Attack speed: 108% When this weapon hits: Earthen Missiles (15% chance level 5). When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease Damage (Melee): +13 blight / +48 physical / +48 lightning When wielded/worn: Changes damage: +24% acid / +24% physical Disease immunity: +22% Massive two-handed battleaxes. Press to compare |
chilling voratun battleaxe of corruption (56-84 power, 4 apr) chilling voratun battleaxe of corruption (56-84 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +7 cold Massive two-handed battleaxes. Press to compare |
masterforged glacial voratun battleaxe of massacre (123.8-185.7 power, 11 apr) masterforged glacial voratun battleaxe of massacre (123.8-185.7 power, 11 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 123.8 - 185.7 Uses stats: 50% Mag, 142% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +11 Physical crit. chance: +11.0% Attack speed: 108% Damage (Melee): +49 temporal / +49 nature / +49 light Burst (radius 2) on crit: +16 ice When wielded/worn: Armour: +16 Changes resistances penetration: +19% cold Changes damage: +25% darkness / +25% physical Talent granted: +4 Flameshock Massive two-handed battleaxes. Press to compare |
masterforged voratun battleaxe (108.3-162.45 power, 11 apr) masterforged voratun battleaxe (108.3-162.45 power, 11 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 108.3 - 162.4 Uses stats: 50% Mag, 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +11 Physical crit. chance: +11.0% Attack speed: 108% Damage (Melee): +48 acid / +48 fire / +48 arcane Burst (radius 1) on hit: +7 fire When wielded/worn: Changes damage: +24% lightning / +24% blight Talent granted: +3 Deadly Strikes Massive two-handed battleaxes. Press to compare |
forged stralite greatmaul (92-138 power, 10 apr) forged stralite greatmaul (92-138 power, 10 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 92.0 - 138.0 Uses stats: 50% Mag, 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +5.5% Attack speed: 108% When this weapon hits: Lightning Breath (10% chance level 3). On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +48 nature / +48 arcane When wielded/worn: Changes damage: +24% mind / +24% cold Talent granted: +5 Pulverizing Auger Massive two-handed mauls. Press to compare |
forged stralite greatmaul (96.8-145.2 power, 10 apr) forged stralite greatmaul (96.8-145.2 power, 10 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 96.8 - 145.2 Uses stats: 50% Mag, 142% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +5.5% Attack speed: 108% When this weapon hits: Silence (10% chance level 3). Damage (Melee): +68 insidious poison / +50 fire / +50 arcane When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +34% arcane / +25% physical Talent granted: +5 Ruin Massive two-handed mauls. Press to compare |
forged stralite greatmaul (92-138 power, 10 apr) forged stralite greatmaul (92-138 power, 10 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 92.0 - 138.0 Uses stats: 50% Mag, 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +5.5% Attack speed: 108% When this weapon hits: Lightning (15% chance level 5). Damage (Melee): +49 fire / +49 physical When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+4 eff.) Changes damage: +24% lightning / +24% temporal Talent granted: +5 Ruin Disarm immunity: +34% Massive two-handed mauls. Press to compare |
forged thought-forged stralite greatmaul of erosion (95-142.5 power, 10 apr) forged thought-forged stralite greatmaul of erosion (95-142.5 power, 10 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 95.0 - 142.5 Uses stats: 50% Mag, 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Accuracy: +18 Armour Penetration: +10 Physical crit. chance: +5.5% Attack speed: 108% When this weapon hits: Distortion Wave (15% chance level 4). On weapon hit: * 26% chance to cause random gloom Damage (Melee): +24 temporal / +48 fire / +16 mind / +10 nature / +48 physical When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes damage: +24% darkness / +24% fire Talent granted: +4 Bone Grab Massive two-handed mauls. Press to compare |
masterforged arcing voratun greatmaul of phasing (122.8-184.2 power, 25 apr) masterforged arcing voratun greatmaul of phasing (122.8-184.2 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 122.8 - 184.2 Uses stats: 50% Mag, 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +25 Physical crit. chance: +6.0% Attack speed: 108% When this weapon hits: Silence (10% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +47% Damage (Melee): +16 lightning / +48 fire / +48 light / +48 acid When wielded/worn: Changes damage: +24% light / +24% mind Talent granted: +3 Bone Grab Massive two-handed mauls. Press to compare |
masterforged flaming voratun greatmaul of torment (121.8-182.7 power, 11 apr) masterforged flaming voratun greatmaul of torment (121.8-182.7 power, 11 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 121.8 - 182.7 Uses stats: 50% Mag, 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +11 Physical crit. chance: +6.0% Attack speed: 108% When this weapon hits: Distortion Wave (15% chance level 4). On weapon hit: * 20% chance to torment the target Damage (Melee): +48 acid / +48 fire / +48 arcane Burst (radius 1) on hit: +9 fire When wielded/worn: Changes resistances penetration: +13% mind / +19% darkness Changes damage: +24% lightning / +24% blight Talent granted: +5 Blindside Massive two-handed mauls. Press to compare |
masterforged acidic voratun greatsword of amnesia (117.3-187.68 power, 11 apr) masterforged acidic voratun greatsword of amnesia (117.3-187.68 power, 11 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 117.3 - 187.7 Uses stats: 50% Mag, 142% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +18 Armour Penetration: +11 Physical crit. chance: +8.0% Attack speed: 108% When this weapon hits: Disperse Magic (10% chance level 3). On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +17 acid / +49 blight / +49 light / +49 lightning When wielded/worn: Changes damage: +25% light / +25% blight Talent granted: +2 Slime Spit Massive two-handed swords. Press to compare |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
Crystle's Astral Bindings (0 def, 0 armour) 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% Str, 40% Dex, 70% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% 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. Press to compare |
dwarven-steel gauntlets 'Plaguerune' (0 def, 2 armour) dwarven-steel gauntlets 'Plaguerune' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Changes stats: +4 Str Grants telepathy: Humanoid/Orc Light radius: +3 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% On weapon hit: * Slows global speed by 20% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
forged iron helm (3 def, 10.5 armour) forged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +5 Str / +3 Con Changes resistances: +2% cold Mental save: +13 (+3 eff.) Blindness immunity: +5% Confusion immunity: +5% Fear immunity: +5% Stamina each turn: +0.30 Maximum stamina: +29.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
forged dwarven-steel helm (3 def, 16 armour) forged dwarven-steel helm (3 def, 16 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +4 Dex Changes resistances: +2% nature / +2% darkness Mental save: +13 (+3 eff.) Blindness immunity: +5% Confusion immunity: +5% Fear immunity: +5% Stamina each turn: +0.30 Maximum stamina: +30.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Aryvena (dig speed 29 turns) Aryvena (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Str / +2 Cun / +1 Con Mindpower: +4 (+1 eff.) Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 760.34 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 253/400. 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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Laatil the Superhuman Hero level 29
8th Decay 122nd year of Ascendancy at 12:11 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Laatil the Superhuman Hero level 28
6th Decay 122nd year of Ascendancy at 21:52 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Laatil the Superhuman Hero level 34
40th Pyre 123rd year of Ascendancy at 13:03 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Laatil the Superhuman Hero level 22
47th Dusk 122nd year of Ascendancy at 03:03 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Laatil the Superhuman Hero level 33
37th Pyre 123rd year of Ascendancy at 17:51 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Laatil the Superhuman Hero level 18
15th Dusk 122nd year of Ascendancy at 08:30 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Laatil the Superhuman Hero level 22
49th Dusk 122nd year of Ascendancy at 12:29 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Laatil the Superhuman Hero level 32
36th Pyre 123rd year of Ascendancy at 04:49 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Laatil the Superhuman Hero level 16
7th Flare 122nd year of Ascendancy at 06:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Laatil the Superhuman Hero level 10
6th Mirth 122nd year of Ascendancy at 12:31 see stats
Level 20 (Roguelike)
Got a character to level 20.By Laatil the Superhuman Hero level 20
16th Dusk 122nd year of Ascendancy at 04:46 see stats
Level 30 (Roguelike)
Got a character to level 30.By Laatil the Superhuman Hero level 30
6th Allure 123rd year of Ascendancy at 22:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Laatil the Superhuman Hero level 22
32nd Dusk 122nd year of Ascendancy at 02:53 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Laatil the Superhuman Hero level 30
1st Regrowth 123rd year of Ascendancy at 11:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Laatil the Superhuman Hero level 29
5th Allure 123rd year of Ascendancy at 07:00 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Laatil the Superhuman Hero level 19
16th Dusk 122nd year of Ascendancy at 01:48 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Laatil the Superhuman Hero level 34
37th Pyre 123rd year of Ascendancy at 18:53 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Laatil the Superhuman Hero level 6
76th Pyre 122nd year of Ascendancy at 12:12 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Laatil the Superhuman Hero level 31
24th Pyre 123rd year of Ascendancy at 10:51 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Laatil the Superhuman Hero level 30
62nd Regrowth 123rd year of Ascendancy at 16:51 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Laatil the Superhuman Hero level 36
54th Dusk 123rd year of Ascendancy at 02:01 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Laatil the Superhuman Hero level 24
2nd Decay 122nd year of Ascendancy at 21:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Laatil the Superhuman Hero level 14
5th Flare 122nd year of Ascendancy at 12:39 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Laatil the Superhuman Hero level 27
6th Decay 122nd year of Ascendancy at 13:27 see stats
Log
Today is the 62nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:41.
Today is the 63rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
Saving done.
Laatil deactivates Spellsword Combat.
Laatil deactivates Chant of Fortitude.
Laatil deactivates Elemental Destruction.
Laatil deactivates Fiery Hands.
Laatil deactivates Arcane Combat.
Laatil deactivates Fire Stance.
