Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 Roguelike |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 30 / 4% |
Size | big |
Lifes / Deaths | Killed by Weirdling Beast at level 23 on the 1st Wintertide 123rd year of Ascendancy at 12:35 / 2Killed by Eluna the yellow ooze at level 30 on the 42nd Regrowth 123rd year of Ascendancy at 06:21 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 21 (base 10) |
Magic | 23 (base 10) |
Willpower | 76 (base 60) |
Cunning | 23 (base 12) |
Resources
Life | -388/850 |
Hate | 102/102 |
Equilibrium | 30 |
Healing Factor | 1.3863874345549 |
Regeneration | 59.961256544501 |
Speed
Mental | +58.563068433501% |
Attack | +58.563068433501% |
Movement | +366.67430576071% |
Spell | 0% |
Global | +62.111801242236% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 8 |
See Invisible | 13 |
Stealth | 39.695084705962 |
Offense: Mainhand
Damage | 160 |
Accuracy | 53 |
Crit Chance | 36% |
APR | 7 |
Speed | 0.63 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 16% |
Speed | 0.63066388023349 |
Offense: Damage Bonus
Physical | +43% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 41.150398579754 (98.2542547705%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 27 |
Mental Save | 42 |
Defense: Resistances
Physical | -52%( 70%) |
Darkness | + 29%( 70%) |
Nature | + 17%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 16%( 70%) |
Fire | + 20%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 61% |
Fear Resistance | 50% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -818 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1589 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.58 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.58 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Antimagic Shield |
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | Hunting: Predator6% Received damage reduction against SubType: Major. |
detrimental effect | The target physical resistance is reduced by 74%. Lowered physical resistance |
beneficial effect | A flow of life spins around the target, regenerating 43.00 life per turn. Regeneration |
beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +43% physical damage, +22 physical save, +22 mental save, 0/47 damage shrugged off this turn) Rampaging |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 13. Illness |
detrimental effect | The target is plagued by inner demons and each turn there's a 27% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | You gain 19% resistance against darkness. Resolve |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | Stalking Brutal Deluxe's Inner Demon. Bonus level 1: +16 accuracy, +11% melee damage, +0.50 hate/turn prey was hit. Stalking -15/150 +1 |
detrimental effect | The target has been splashed with acid, reducing armour by 22% (7). Armor Corroded |
beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
detrimental effect | The target has been dominated. It is unable to move and has lost 10 armor and 15 defense. Attacks from Brutal Deluxe's Inner Demon gain 37% damage penetration. Dominated |
detrimental effect | Reduces global action speed by 61%. Slow |
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 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. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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: 205. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelolle (0 def, 8 armour) Emelolle (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Armour: +8 Fatigue: +3% Changes stats: +2 Str / +4 Con Stamina each turn: +2.00 Only die when reaching: -80.00 life Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +11% Light radius: +6 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Arudhegath the iron pickaxe (dig speed 36 turns) Arudhegath the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% blight / +6% nature / +5% arcane Pinning immunity: +20% Maximum life: +40.00 Healing mod.: +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. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 137.64 You won the Ring of Blood trial, and this is your reward. |
On fingers | Aravor the steel ring Aravor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Wil Mental save: +18 (+6 eff.) Mental crit. chance: +2% Infravision radius: +3 Rings can have magical properties. |
Around waist | Silera the rough leather belt Silera the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +1% physical / +3% temporal Critical mult.: +5.00% Cut immunity: +20% Only die when reaching: -40.00 life Maximum life: +30.00 Healing mod.: +10% A belt that goes around your waist. |
In main hand | Galyfast (41.5-62.25 power, 2 apr) Galyfast (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +12 Str / +7 Dex / +9 Mag / +7 Wil / +7 Cun / +9 Con Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Massive two-handed battleaxes. |
On hands | Salabressra (0 def, 2 armour) Salabressra (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes stats: +2 Str / +3 Wil Changes damage: +3% mind Critical mult.: +8.00% Stun/Freeze immunity: +20% Spell crit. chance: +13% Mental crit. chance: +10% See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel plate armour 'Xetha' (0 def, 11 armour) dwarven-steel plate armour 'Xetha' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +11 Fatigue: +22% Changes stats: +4 Str / +6 Dex / +4 Con Critical mult.: +15.00% Stamina each turn: +2.00 Maximum life: +60.00 Maximum hate: +2.00 Mindpower: +15 (+5 eff.) A suit of armour made of metal plates. |
Cloak | Poryriarin the Oaktooth (1 def, 0 armour) Poryriarin the Oaktooth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% * 10% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +2 Cun / +2 Dex Changes resistances: +9% fire Changes resistances penetration: +10% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ivamina the Chillstreak Ivamina the ChillstreakCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +6 Mag / +3 Con Changes resistances penetration: +25% cold Talent masteries: +0.28 Cursed / Gloom +0.28 Technique / Combat training Amulets can have magical properties. |
Inventory
movement infusion (speed 517%; cd 11) movement infusion (speed 517%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 517% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 697%; cd 11) movement infusion of the psychic (speed 697%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 697% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 629; 15 cd) regeneration infusion of the warrior (heal 629; 15 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, mental; dur 3; cd 15) wild infusion (res 18%; magical, mental; dur 3; cd 15)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: 17 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 and mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Hagund the copper amulet Hagund the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +1 Con Changes resistances: +12% cold / +12% fire Changes damage: +9% acid Only die when reaching: -80.00 life Amulets can have magical properties. |
Lustrevengeance the gold amulet Lustrevengeance the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+8 eff.) Damage when hit (Melee): 2 mind Changes stats: +11 Lck Changes resistances: +17% lightning / +12% cold / +9% light / +14% fire Changes resistances penetration: +15% mind Changes damage: +3% mind Stun/Freeze immunity: +34% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
gold ring 'Eilinuressra' gold ring 'Eilinuressra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Cun Changes resistances: +6% blight Changes damage: +9% temporal Equilibrium when hit: +0.08 Psi when hit: +0.16 Mindpower: +9 (+3 eff.) Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+15 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
truestriking stralite greatmaul of crippling (54.5-81.75 power, 3 apr) truestriking stralite greatmaul of crippling (54.5-81.75 power, 3 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: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +10 Physical crit. chance: +7.0% Changes resistances penetration: +16% physical Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of enduring (40-60 power, 2 apr) warbringer's dwarven-steel greatmaul of enduring (40-60 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +13 Con / +9 Wil Changes resistances penetration: +10% physical Disarm immunity: +14% Maximum life: +14.00 Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Falylen the hardened leather belt Falylen the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +4 Dex / +3 Con Changes resistances: +11% lightning / +7% temporal Changes resistances penetration: +5% physical Poison immunity: +10% Teleport immunity: +20% Only die when reaching: -40.00 life A belt that goes around your waist. |
Girdle of the Calm Waters 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. |
Scabbloom the cashmere cloak (2 def, 0 armour) Scabbloom the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 6 nature Changes stats: +3 Dex / +5 Wil / +2 Cun Changes resistances: +3% nature Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.08 Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Stokesteel' (1 def, 0 armour) linen cloak 'Stokesteel' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +5 Cun / +2 Dex Changes resistances penetration: +5% fire Grants telepathy: Humanoid/Orc Mental save: +15 (+5 eff.) Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Layuriawe the pair of iron boots (0 def, 4 armour) Layuriawe the pair of iron boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes stats: +3 Dex Changes resistances: +3% blight Changes damage: +3% arcane Disarm immunity: +20% Confusion immunity: +20% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xita the Shimmergrit (0 def, 3 armour) Xita the Shimmergrit (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +6% physical Grants telepathy: Dragon Psi when hit: +0.08 Mindpower: +3 (+1 eff.) Size category: +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Swampsaw' (0 def, 12 armour) pair of dwarven-steel boots 'Swampsaw' (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal / +5% arcane Changes damage: +3% nature / +9% cold Only die when reaching: -40.00 life Maximum life: +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots of rushing (0 def, 1 armour) wanderer's pair of rough leather boots of rushing (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +1 Cun / +4 Con Physical save: +12 (+4 eff.) Mental save: +11 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Belydara the Nimbusquake (0 def, 1 armour) Belydara the Nimbusquake (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Dex Changes resistances: +5% arcane / +15% lightning Reduces incoming crit damage: 5.00% Knockback immunity: +10% Maximum life: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Erelitar the Offalreaper (0 def, 7 armour) Erelitar the Offalreaper (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 61% * 10% chance to reduce damage dealt by 27% Damage (Melee): 6 physical Damage when hit (Melee): 4 darkness Changes resistances penetration: +5% mind Changes damage: +3% nature / +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Jetpyre the dwarven-steel gauntlets (0 def, 2 armour) Jetpyre the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Str / +2 Wil / +3 Con Changes resistances: +9% acid / +12% darkness Changes damage: +6% light / +9% acid Talent mastery: +0.20 Technique / Grappling Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 123.39 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Aloblek the iron helm (0 def, 3 armour) Aloblek the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +3% blight Physical save: +3 (+1 eff.) Disease immunity: +20% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flamereign the dwarven-steel helm (0 def, 4 armour) =wb= Flamereign the dwarven-steel helm (0 def, 4 armour) =wb=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Cun Changes resistances: +14% cold Changes resistances penetration: +20% fire Allows you to breathe in: water Mental save: +6 (+2 eff.) Psi when hit: +0.28 Mindpower: +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ulfayon (1 def, 8 armour) Ulfayon (1 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Cun / +7 Con Mental save: +7 (+2 eff.) Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Glitterwind' (2 def, 0 armour)cashmere wizard hat 'Glitterwind' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 10 light Changes resistances: +9% mind / +3% light Changes damage: +3% nature Psi each turn: +0.22 Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Light radius: +3 A pointy cloth hat, very wizardly... |
Belabeth (6 def, 4 armour) =7 cun= Belabeth (6 def, 4 armour) =7 cun=Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes stats: +7 Cun / +8 Wil Changes resistances: +17% fire / +1% physical Changes damage: +3% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Mental save: +21 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Fogobsidian (0 def, 11 armour) =8 con= Fogobsidian (0 def, 11 armour) =8 con=Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +8 Con Changes resistances: +39% acid Changes damage: +15% darkness Grants telepathy: Dragon Demon/Major Demon/Minor A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Maludig the dwarven-steel shield (0 def, 6 armour, 30-36 power, 71 block)Maludig the dwarven-steel shield (0 def, 6 armour, 30-36 power, 71 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +71 On weapon hit: * 20% chance to reduce all saves and defense by 33 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes resistances: +17% fire Grants telepathy: Humanoid/Orc Talent granted: +1 Block Mental save: +15 (+5 eff.) Mindpower: +9 (+3 eff.) Light radius: +2 Handheld deflection devices. |
agate 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. |
104 alchemist agate 104 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Chargejustice (dig speed 16 turns) Chargejustice (dig speed 16 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Mag / +2 Con Changes resistances penetration: +10% lightning / +10% physical Changes damage: +18% blight Maximum mana: +28.00 Spell crit. chance: +6% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Getithel the iron pickaxe (dig speed 38 turns) Getithel the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +3% blight Disarm immunity: +10% Confusion immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivuwe the brass lantern Ivuwe the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +1 Wil Changes resistances: +21% acid / +3% cold Light radius: +6 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. |
Saluvea SaluveaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +5 Str / +5 Dex / +2 Con Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +7 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. |
Summertide Phial 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.(131 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One 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 (+3 eff.) Mindpower: +5 (+1 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 13 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 50% 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. |
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. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) 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. |
Cuthazor [power 186] (15 cooldown) Cuthazor [power 186] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +1 Changes resistances: +6% darkness / +3% cold Life regen: +4.00 It can be used to heals yourself and all friendly characters within 10 spaces for 186 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
ash wand of conjuration 'Ravenradiance' [power 176] (15 cooldown) ash wand of conjuration 'Ravenradiance' [power 176] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances penetration: +5% darkness / +10% arcane Changes damage: +3% darkness It can be used to fire a magical bolt dealing 176 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. * Increase all damage penetration by 11% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Brutal Deluxe the Thalore Cursed level 26
9th Allure 123rd year of Ascendancy at 19:38 see stats
By Brutal Deluxe the Thalore Cursed level 19
11st Haze 122nd year of Ascendancy at 08:44 see stats
By Brutal Deluxe the Thalore Cursed level 12
12nd Dusk 122nd year of Ascendancy at 05:57 see stats
By Brutal Deluxe the Thalore Cursed level 23
8th Decay 122nd year of Ascendancy at 18:56 see stats
By Brutal Deluxe the Thalore Cursed level 26
9th Allure 123rd year of Ascendancy at 19:11 see stats
By Brutal Deluxe the Thalore Cursed level 15
31st Dusk 122nd year of Ascendancy at 06:54 see stats
By Brutal Deluxe the Thalore Cursed level 10
4th Flare 122nd year of Ascendancy at 12:51 see stats
By Brutal Deluxe the Thalore Cursed level 20
25th Haze 122nd year of Ascendancy at 17:26 see stats
By Brutal Deluxe the Thalore Cursed level 30
42nd Regrowth 123rd year of Ascendancy at 01:54 see stats
By Brutal Deluxe the Thalore Cursed level 20
26th Haze 122nd year of Ascendancy at 01:25 see stats
By Brutal Deluxe the Thalore Cursed level 26
3rd Regrowth 123rd year of Ascendancy at 22:49 see stats
By Brutal Deluxe the Thalore Cursed level 26
9th Allure 123rd year of Ascendancy at 19:38 see stats
By Brutal Deluxe the Thalore Cursed level 20
79th Haze 122nd year of Ascendancy at 07:36 see stats
By Brutal Deluxe the Thalore Cursed level 6
3rd Mirth 122nd year of Ascendancy at 13:23 see stats
By Brutal Deluxe the Thalore Cursed level 26
9th Allure 123rd year of Ascendancy at 19:38 see stats
By Brutal Deluxe the Thalore Cursed level 12
10th Flare 122nd year of Ascendancy at 11:34 see stats
By Brutal Deluxe the Thalore Cursed level 20
79th Haze 122nd year of Ascendancy at 15:26 see stats
By Brutal Deluxe the Thalore Cursed level 24
3rd Allure 123rd year of Ascendancy at 11:59 see stats
By Brutal Deluxe the Thalore Cursed level 17
47th Dusk 122nd year of Ascendancy at 02:48 see stats
By Brutal Deluxe the Thalore Cursed level 23
1st Wintertide 123rd year of Ascendancy at 12:35 see stats
Log
Brutal Deluxe hits Thought-forged bowman for 10 darkness, 5 mind (15 total damage).
Thought-forged bowman receives 14 healing.
Thought-forged bowman hits Brutal Deluxe for 0 physical damage.
Treant is no longer distorted.
Treant is no longer distorted.
Brutal Deluxe picks up (I.): cashmere wizard hat 'Glitterwind' (2 def, 0 armour).
Thought-forged bowman is silenced!
Eluna the yellow ooze is silenced!
Treant is silenced!
Brutal Deluxe is silenced!
Treant is silenced!
Brutal Deluxe attunes to the damage.
Eluna the yellow ooze converts some damage to Psi!
Mindrot hits Thought-forged bowman for 6 mind, 7 darkness (12 total damage).
Mindrot hits Eluna the yellow ooze for 3 to psi, 2 mind, 2 to psi, 2 darkness (8 total damage).
Mindrot hits Treant for 2 mind, 2 darkness (4 total damage).
Mindrot hits Brutal Deluxe for 0 mind, (2 antimagic), 0 darkness (0 total damage).
Brutal Deluxe's Inner Demon manifests!
Brutal Deluxe is no longer rampaging.
Brutal Deluxe is no longer distorted.
Brutal Deluxe has finished recovering.
Talent Blindside is ready to use.
Brutal Deluxe hits Something for (7 antimagic), 0 darkness, 0 mind (0 total damage).
Brutal Deluxe hits Thought-forged bowman for 10 darkness, 5 mind (15 total damage).
Eluna the yellow ooze uses Mind Sear.
Your hatred grows even as your life fades! (+14 hate)
Brutal Deluxe begins rampaging!
Brutal Deluxe is no longer being stalked by Something.
Saving game...