











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 29 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Salatta the elven cultist at level 27 on the 7th Allure 123rd year of Ascendancy at 08:08 / 2Killed by Ce'Newen the elven tempest at level 29 on the 10th Allure 123rd year of Ascendancy at 04:31 |
Primary Stats
| Strength | 65 (base 53) |
| Dexterity | 25 (base 15) |
| Constitution | 17 (base 10) |
| Magic | 71 (base 58) |
| Willpower | 19 (base 10) |
| Cunning | 36 (base 10) |
Resources
| Life | -156/793 |
| Positive | 1/134 |
| Stamina | 206/236 |
| Healing Factor | 1.112941519274 |
| Regeneration | 0.2782353798185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 50 |
| Crit Chance | 35% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +34% |
| Cold | +11% |
| Darkness | +6% |
| Physical | +18% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +22% |
| Lightning | +5% |
| Light | +34% |
| Temporal | +13% |
| Blight | +10% |
| Physical | +36% |
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 24 |
| Physical Save | 28 |
| Spell Save | 36 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 70%( 70%) |
| All | 0%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 54% |
| Silence Resistance | 47% |
| Bleed Resistance | 100% |
| Disarm Resistance | 40% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Ash. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 113. | 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. | 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 minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
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. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethatta the Jetmortal (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Con Changes resistances: +10% acid / +10% temporal / +11% darkness / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +22% darkness / +13% temporal Changes damage: +6% darkness Critical mult.: +10.00% Silence immunity: +27% Confusion immunity: +32% Stun/Freeze immunity: +28% Defense after a teleport: +13 Resist all after a teleport: +14% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
| Light source | BlazewreckerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% * 20% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +3% lightning Changes resistances penetration: +10% acid Changes damage: +6% lightning Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather cap 'Glorimiwe' (5 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +5% Changes resistances: +9% blight / +9% cold / +5% darkness / +12% fire Changes resistances penetration: +10% physical Spell save: +21 (+8 eff.) Mental save: +8 (+4 eff.) Infravision radius: +2 Healing mod.: +5% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Kindleburst' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +9% cold Changes damage: +12% light Critical mult.: +10.00% Physical save: +8 (+4 eff.) Mental save: +13 (+6 eff.) Disarm immunity: +20% Equilibrium when hit: +0.12 Maximum hate: +2.00 Mental crit. chance: +5% 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. |
| Tool | Cleansepanic the stralite torque of psionic shield [power 119] (27/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +8 Defense: +25 (+9 eff.) Changes resistances: +6% light / +6% nature Changes damage: +18% physical Stamina each turn: +2.00 Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 119 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emykira the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Effects on melee hit: * 37% chance to reduce all saves and defense by 16 Damage (Melee): 29 light / 46 physical Effects on ranged hit: * 29% chance to reduce all saves and defense by 16 Damage (Ranged): 17 light / 54 physical Changes stats: +7 Mag / +3 Wil / +13 Cun / +2 Con Changes damage: +16% light Hate when firing a critical mind attack: +5.00 Maximum hate: +22.00 Spell crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | IslilrabethInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 6 blight Changes resistances: +8% blight / +22% cold / +8% nature Changes resistances penetration: +10% physical Changes damage: +11% cold Poison immunity: +15% Disease immunity: +19% Stamina each turn: +1.00 Vim when firing critical spell: +1.00 Movement speed: +11% Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| Around neck | steel amulet 'Arireblek'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% fire / +11% cold / +6% light / +12% temporal Pinning immunity: +20% Knockback immunity: +20% Light radius: +1 Infravision radius: +3 Amulets make your neck look great! |
| In main hand | Yvasethra the Brandwild (76-114 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +23 (+8 eff.) Armour penetration: +12 Physical crit. chance: +14.0% Physical power: +16 (+4 eff.) Changes stats: +3 Cun Changes resistances: +9% fire Changes resistances penetration: +16% physical Equilibrium when hit: +0.04 Maximum hate: +2.00 Massive two-handed battleaxes. |
| Around waist | Tempestbait the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% mind / +7% fire / +5% arcane / +11% cold Changes resistances penetration: +5% lightning Cut immunity: +20% Silence immunity: +20% Disarm immunity: +20% Only die when reaching: -60.00 life A belt that goes around your waist. |
| In off hand | Poritira the stralite shield (0 def, 17 armour, 47-56 power, 138.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon hit: * Deal physical damage equal to your armor (58) When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +17 Fatigue: +8% Changes stats: +6 Str / +3 Dex / +1 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +21% cold Changes resistances penetration: +10% blight Talent granted: +1 Block See invisible: +3 Handheld deflection devices. |
| Cloak | linen cloak 'Berydir' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% cold / +3% temporal Reduces incoming crit damage: 5.00% Cut immunity: +20% Only die when reaching: -80.00 life 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. |
| Main armor | radiant reinforced leather armour of command (21 def, 12 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +2 Cun / +3 Wil Changes resistances: +16% blight / +18% darkness Mental save: +11 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
Inventory
shielding rune of the duelist (absorb 228; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 228 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the duelist (range 81; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 81 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Unlightgrit the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% fire Changes damage: +6% light / +5% physical Combat speed: +10% Amulets make your neck look great! |
insulating steel amulet of mastery (0.17 Celestial / Sun)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +12% cold Talent mastery: +0.17 Celestial / Sun Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.stralite amulet 'Duathelsin' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to reduce all saves and defense by 16 * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 mind Changes resistances penetration: +10% mind Changes damage: +6% arcane / +27% darkness / +6% mind Life regen: +4.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Inertial Twine Crafted 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 (+6 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. |
copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 10 light Changes stats: +2 Mag Changes damage: +10% light Rings make your fingers look great! |
gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Gonne'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes resistances: +20% acid / +3% cold / +6% blight Changes damage: +10% acid Poison immunity: +10% Stun/Freeze immunity: +26% Life regen: +4.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Gorusin'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 16 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 16 Damage (Ranged): 9 physical Changes stats: +3 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +3 (+2 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +29% Equilibrium when hit: +0.12 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum life: +20.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings make your fingers look great! |
Arudheta the steel greatmaul (29-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 nature / +10 light Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +12 mind Damage against: +17% Undead When wielded/worn: Psi when hit: +0.12 Maximum psi: +10.00 Mental crit. chance: +1% Massive two-handed mauls. |
Mayariathra the Strikevortex (54-80 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 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 hit: * 14% chance to reduce all saves and defense by 16 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage (Melee): +8 lightning / +7 mind / +12 nature When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances penetration: +10% lightning Massive two-handed mauls. |
Flamescar (33-53 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage (Melee): +8 fire / +14 cold When wielded/worn: Armour penetration: +7 Physical crit. chance: +12.0% Damage when hit (Melee): 10 lightning Changes resistances: +9% fire Changes damage: +9% fire Critical mult.: +19.00% Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
stralite greatsword of projection (48-77 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
steel longsword 'Gaselaith' (24-33 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 2). Damage (Melee): +9 light Damage against: +7% Undead When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% blight Infravision radius: +1 See invisible: +3 Sharp, long, and deadly. |
steel longsword 'Smoldermonster' (17-24 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes resistances penetration: +10% fire Changes damage: +12% acid / +3% fire Disarm immunity: +24% Sharp, long, and deadly. |
iron mace 'Festerripper' (12-17 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% nature Changes resistances penetration: +15% mind Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Brightwake the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +20 light / +17 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +12 light When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Changes resistances penetration: +10% arcane / +13% all Changes damage: +20% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Freezestriker the elven-wood vilestaff (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +2 Cun Changes resistances penetration: +15% blight Changes damage: +25% acid / +21% cold / +6% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +13 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +11 (+5 eff.) Maximum psi: +30.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +11% Mental crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Noonblack (18-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% mind Light radius: +2 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Baronarildil the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% fire / +3% temporal / +14% cold Changes resistances penetration: +10% mind A belt that goes around your waist. |
DelomaldilInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% nature Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
SepsisguileCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +5 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +1% physical / +5% arcane / +9% nature Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Tundraquake the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +5% cold Changes damage: +6% acid / +9% cold Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Zubaredavena the NimbusweeperInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes resistances: +18% lightning / +7% temporal / +15% mind / +6% fire A belt that goes around your waist. |
rough leather belt 'Elyna'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +5 Con Changes damage: +6% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Bethowen (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Con Changes damage: +6% mind Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Boltpain (4 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +2% Changes stats: +2 Str / +3 Wil / +1 Cun Changes damage: +3% lightning / +6% temporal Reduces incoming crit damage: 5.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardyrach (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +8% lightning / +6% temporal / +6% cold Reduces incoming crit damage: 15.00% Poison immunity: +10% Maximum life: +80.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Yvariann' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +6 Str / +4 Cun / +6 Con Changes resistances penetration: +15% mind Changes damage: +7% physical Psi when hit: +0.20 Mental crit. chance: +3% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Fogbright' (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 resistances penetration: +10% darkness Changes damage: +9% light / +3% darkness Light radius: +1 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. |
Daimiledegrim the Breezevenom (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 11 physical Changes resistances: +6% blight / +9% temporal / +3% light / +9% cold Changes damage: +3% nature / +6% physical Cut immunity: +10% Only die when reaching: -80.00 life 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. |
Urtherig the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Damage (Melee): 7 lightning Changes stats: +3 Str / +1 Dex Changes resistances: +6% lightning Changes damage: +4% lightning / +3% mind 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. |
Zeradontir the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage when hit (Melee): 6 blight Changes stats: +4 Mag Changes resistances: +12% blight Changes resistances penetration: +5% blight / +5% arcane / +10% mind Changes damage: +11% arcane / +6% mind 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. |
Ashstrider (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 6 physical / 6 fire Changes resistances: +6% lightning / +5% temporal Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Brightlash the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +5 Wil Changes resistances penetration: +5% physical Critical mult.: +15.00% Physical save: +7 (+3 eff.) Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Duathelstar (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% blight / +3% darkness / +3% nature Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Frozenlace the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +6 Str / +9 Wil Changes resistances: +10% physical Changes damage: +12% mind / +9% cold Physical save: +11 (+5 eff.) Psi when hit: +0.36 Maximum psi: +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tidepain the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 cold Changes stats: +3 Cun Changes resistances: +19% acid / +17% fire / +10% lightning / +10% cold Reduces incoming crit damage: 10.00% Light radius: +3 A cap made of leather. |
Viperwend (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane / +12% blight Changes resistances penetration: +20% nature Poison immunity: +20% Maximum life: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% fire / +6% cold A cap made of leather. |
Tiderage (0 def, 20 armour)Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Fatigue: +18% Changes resistances: +3% blight / +3% cold / +6% mind Changes resistances penetration: +10% blight / +15% cold Physical save: +6 (+3 eff.) Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
impenetrable stralite plate armour of implacability (0 def, 30 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Fatigue: +16% Physical save: +13 (+6 eff.) A suit of armour made of metal plates. |
Belychak the stralite shield (0 def, 27 armour, 44-52 power, 177.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +178 When wielded/worn: Armour: +27 Fatigue: +8% Damage when hit (Melee): 4 blight Changes resistances: +27% lightning / +2% physical Talent granted: +1 Block Blindness immunity: +20% Maximum life: +60.00 Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
169 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Giyamira (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -5% Changes stats: +2 Str / +2 Con Changes resistances: +5% arcane / +3% nature Physical save: +9 (+4 eff.) Poison immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Viperblack (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +1 Str Changes resistances: +3% acid / +6% fire / +6% darkness / +3% mind Changes resistances penetration: +5% nature Pinning immunity: +20% Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazestrider the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight / +3% lightning Spell save: +3 (+1 eff.) Maximum life: +46.00 Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Getodunaneg the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% blight Maximum mana: +40.00 Spellpower: +15 (+5 eff.) 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. |
Porydanne the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% mind Maximum life: +40.00 Maximum stamina: +10.00 Light radius: +3 Healing mod.: +15% 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 PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 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 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rholathakath the Hellwire [power 415] (27/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Changes stats: +4 Str Changes damage: +9% fire Critical mult.: +10.00% It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 490 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Anosagachik' [power 155] (27/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes resistances: +9% fire Physical save: +3 (+1 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 183 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
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. |
Nerenn the elm wand of shielding [power 122] (27/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +7 Con Changes resistances: +2% physical Critical mult.: +10.00% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ash the Skeleton Sun Paladin level 27
5th Allure 123rd year of Ascendancy at 15:51 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ash the Skeleton Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 20:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ash the Skeleton Sun Paladin level 22
3rd Haze 122nd year of Ascendancy at 16:51 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ash the Skeleton Sun Paladin level 23
3rd Haze 122nd year of Ascendancy at 18:46 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ash the Skeleton Sun Paladin level 27
5th Allure 123rd year of Ascendancy at 15:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ash the Skeleton Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 20:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ash the Skeleton Sun Paladin level 20
46th Dusk 122nd year of Ascendancy at 09:56 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ash the Skeleton Sun Paladin level 23
31st Haze 122nd year of Ascendancy at 16:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ash the Skeleton Sun Paladin level 24
10th Decay 122nd year of Ascendancy at 17:01 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ash the Skeleton Sun Paladin level 27
5th Allure 123rd year of Ascendancy at 15:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ash the Skeleton Sun Paladin level 9
1st Flare 122nd year of Ascendancy at 01:36 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ash the Skeleton Sun Paladin level 27
5th Allure 123rd year of Ascendancy at 15:51 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ash the Skeleton Sun Paladin level 23
1st Decay 122nd year of Ascendancy at 00:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ash the Skeleton Sun Paladin level 10
9th Dusk 122nd year of Ascendancy at 06:46 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ash the Skeleton Sun Paladin level 23
80th Haze 122nd year of Ascendancy at 06:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ash the Skeleton Sun Paladin level 22
1st Haze 122nd year of Ascendancy at 20:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ash the Skeleton Sun Paladin level 15
25th Dusk 122nd year of Ascendancy at 22:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ash the Skeleton Sun Paladin level 27
7th Allure 123rd year of Ascendancy at 08:08 see stats
Log
Ce'Newen the elven tempest damages himself through Martyrdom!
Ash hits Ce'Newen the elven tempest for (7 webs of fate), (8 absorbed), (1 converted), 2 light, (6 webs of fate), (7 absorbed), (1 converted), 2 physical, (23 webs of fate), (26 absorbed), (3 converted), 8 light, (12 webs of fate), (14 absorbed), (2 converted), 4 light, (10 webs of fate), (12 absorbed), (1 converted), 3 physical, (16 webs of fate), (18 absorbed), (2 converted), 5 light, (13 webs of fate), (15 absorbed), (2 converted), 4 physical, (9 webs of fate), (4 converted), 10 light, (7 webs of fate), (4 converted), 8 physical, (22 webs of fate), (10 converted), 24 light, (12 webs of fate), (6 converted), 13 light, (10 webs of fate), (5 converted), 11 physical, (0 converted), 0 light, (0 converted), 0 temporal, (15 webs of fate), (7 converted), 17 light, (12 webs of fate), (6 converted), 14 physical (128 total damage).
Weapon of Wrath hits Ce'Newen the elven tempest for (33 webs of fate), (2 absorbed), (11 converted), 25 light, (24 webs of fate), (12 converted), 27 fire (52 total damage).
Webs of Fate hits Ash for 6 light, 3 healing, 8 physical, 18 light, 9 healing, 9 light, 5 healing, 14 physical, 12 light, 6 healing, 17 physical, 25 light, 13 healing, 15 fire, 7 light, 4 healing, 10 physical, 17 light, 9 healing, 9 light, 5 healing, 13 physical, 11 light, 6 healing, 16 physical (205 total damage) [60 healing].
Melee retaliation hits Ash for 8 temporal, 8 temporal (15 total damage).
Shield of Light hits Ash for 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing (0 total damage) [131 healing].
Thunderstorm hits Ash for (64 blocked), 0 lightning (0 total damage).
Nerinn the ogre mauler is dazed!
Talent Path of the Sun is ready to use.
Ash HEALS from light damage!
Ce'Newen the elven tempest converts damage to paradox!
Webs of Fate hits Ash for (12 blocked), 0 light, 6 healing (0 total damage) [6 healing].
Searing Sight hits Ce'Newen the elven tempest for (16 webs of fate), (8 converted), 18 light (18 total damage).
Searing Sight hits Nerinn the ogre mauler for (28 absorbed), 12 light (12 total damage).
Ce'Newen the elven tempest casts Temporal Bolt.
Nerinn the ogre mauler is not dazed anymore.
Ce'Newen the elven tempest damages himself through Martyrdom!
Ce'Newen the elven tempest converts damage to paradox!
Ash hits Ce'Newen the elven tempest for (3 converted), 8 light, (2 converted), 5 temporal (13 total damage).
Ce'Newen the elven tempest hits Ash for (138 blocked), 174 temporal (174 total damage).
Wretchling's acid area effect hits Nerinn the ogre mauler for (17 absorbed), 0 acid (0 total damage).
Ash activates Chant of Fortitude.
Ash deactivates Chant of Resistance.
Ash uses Assault.
Ash is filled with the Sun's fury!
Ash performs a melee critical strike against Ce'Newen the elven tempest!
Ce'Newen the elven tempest shrugs off the effect 'Exposed'!
Ash performs a melee critical strike against Ce'Newen the elven tempest!
Ash performs a melee critical strike against Ce'Newen the elven tempest!





























































































































