









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Arcane Blade |
| Level / Exp | 27 / 81% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 27 on the 74th Dusk 122nd year of Ascendancy at 09:46 / 1 |
Primary Stats
| Strength | 65 (base 58) |
| Dexterity | 15 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 61 (base 49) |
| Willpower | 16 (base 10) |
| Cunning | 30 (base 13) |
Resources
| Life | -83/659 |
| Mana | 134/246 |
| Stamina | 168/188 |
| Positive | 10/108 |
| Healing Factor | 1.6426086956521 |
| Regeneration | 133.79047826087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.18105373397% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 44 |
| Crit Chance | 29% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +25% |
| Nature | +6% |
| Acid | +12% |
| Fire | +28% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +15% |
| Fire | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 64.784547960018 (45.178571428571%) |
| Defense | 5 |
| Ranged Defense | 21 |
| Fatigue | 4 |
| Physical Save | 47 |
| Spell Save | 23 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 40%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 44%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 34%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 100% |
| Silence Resistance | 46% |
| Confusion Resistance | 100% |
| Knockback Resistance | 0% |
| Stun Resistance | 67% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 392 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1137% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Feather Wind |
| talent | Thunderstorm |
| beneficial effect | A flow of life spins around the target, regenerating 78.40 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
| On feet | Maloharagaran (0 def, 18 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +6 (+2 eff.) Armour: +18 Fatigue: +5% Changes stats: +10 Cun / +9 Con Changes resistances: +2% physical Physical save: +48 (+15 eff.) Mental save: +46 (+14 eff.) Stamina each turn: +0.60 Maximum stamina: +5.00 Infravision radius: +2 A pair of boots made of leather. |
| Light source | brass lantern 'Daywend' =30Blind, 8LightRad=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances penetration: +5% arcane Light radius: +8 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 | Falovor the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +2 Mag Changes resistances: +14% acid / +12% temporal / +19% cold / +11% lightning / +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Lisawyn (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +6 Changes stats: +3 Str Changes resistances: +9% nature / +6% acid Blindness immunity: +15% Confusion immunity: +40% Stun/Freeze immunity: +15% Teleport immunity: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.3 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bethovea the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +16 Changes stats: +7 Str / +3 Mag / +3 Cun Changes resistances: +5% arcane Reduces incoming crit damage: 10.00% Blindness immunity: +10% Confusion immunity: +5% Spellpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% lightning / +26% fire / +26% darkness Changes resistances penetration: +15% fire Changes damage: +13% darkness / +19% fire Life regen: +0.90 Maximum life: +59.00 Healing mod.: +13% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Growwrack the rough leather belt =30Slow=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +6% nature / +12% acid Maximum life: +32.00 A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Urthanarinik the Ravenfear (0 def, 1 armour) =20Burn, 30Slow, 2Dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Erelathatar the Ebonyclamor (3 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+3 eff.) Fatigue: +10% Damage when hit (Melee): 12 physical Changes damage: +12% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+3 eff.) Life regen: +1.90 Equilibrium when hit: +0.08 Maximum life: +53.00 Mindpower: +4 (+2 eff.) Healing mod.: +18% A suit of armour made of mail. |
| Cloak | linen cloak 'Ravenglamour' (1 def, 5 armour) =30Numb=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes resistances: +3% darkness / +11% cold Changes resistances penetration: +10% darkness / +5% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EmayallePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex / +5 Mag Only die when reaching: -40.00 life Maximum stamina: +30.00 Healing mod.: +30% Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 98)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 64)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 171)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 170)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 338 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 338 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 ability. |
phase door rune of the titan (range 7; power 18; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 340 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 340 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Duathelroar =30Slow=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +16% temporal / +5% arcane / +9% light Changes resistances penetration: +25% darkness Changes damage: +12% darkness Spell save: +9 (+4 eff.) Pinning immunity: +28% Knockback immunity: +29% Amulets can have magical properties. |
Ravenarc the copper amulet =30Numb, 3Wil=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes resistances: +6% darkness / +15% lightning Changes resistances penetration: +10% lightning Changes damage: +18% darkness Amulets can have magical properties. |
Thunderzephyr the steel amulet =30Daze=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +16% mind Changes resistances penetration: +10% light Changes damage: +9% light / +9% lightning Confusion immunity: +24% Amulets can have magical properties. |
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 (+3 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... |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Mayonn' =Resistances=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +12% temporal / +18% light / +16% fire / +19% cold Spell save: +15 (+7 eff.) Amulets can have magical properties. |
restful copper amulet of constitution (+3) =3Con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +1.20 Amulets can have magical properties. |
restful gold amulet of willpower (+2) =2Wil=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +1.20 Amulets can have magical properties. |
wanderer's gold amulet of the eclipse =5Dex, 5CUn, 5Con=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 8 light / 5 darkness Effects when hit in melee: * 7% chance to blind * 8% chance to inflict 15% damage reduction Changes stats: +5 Dex / +5 Cun / +5 Con Changes damage: +8% light / +7% darkness Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Belirath the Blazewisp =3Dex=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Dex Changes resistances: +24% nature Changes resistances penetration: +5% blight Changes damage: +12% nature Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
Chamagrim =5CUn=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+10 eff.) Changes stats: +5 Cun Grants telepathy: Demon/Minor Demon/Major Maximum psi: +10.00 Mental crit. chance: +11% Rings can have magical properties. |
Duverovor the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Life regen: +1.00 Maximum stamina: +20.00 Healing mod.: +20% Rings can have magical properties. |
Mayamith the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% blight Mental save: +12 (+4 eff.) Blindness immunity: +5% Disease immunity: +15% Confusion immunity: +21% Knockback immunity: +15% Rings can have magical properties. |
marksman's gold ring of tenacity =4Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Disarm immunity: +36% Pinning immunity: +25% Knockback immunity: +21% Maximum life: +32.00 Rings can have magical properties. |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
psionicist's copper ring of arcana(+0.11/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
sneakthief's gold ring =6CUn, 6Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Unralerim' =2Dex, 5Wil, 4CUn=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Dex / +5 Wil / +4 Cun / +1 Con Changes resistances: +12% mind Changes damage: +12% mind Critical mult.: +3.00% Mindpower: +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring =3Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring =2Con=Infused 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. |
Sparkpassion the steel battleaxe (30-45 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +7 temporal When wielded/worn: Damage when hit (Melee): 4 mind / 7 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr) =8CUn, 8Dex=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: +0.5% APR / acc 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. |
Veluta the dwarven-steel greatsword (43.5-69.6 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+7 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +1 Str / +6 Wil / +5 Cun Disarm immunity: +36% Massive two-handed swords. |
Emeleriba the Hellreeve =&&&&&&&&&&&&&&&&&&&&&&&&&=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +4 Dex / +4 Wil / +5 Cun Changes resistances: +21% acid Changes damage: +3% acid / +21% fire Physical save: +16 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: +14 (+5 eff.) A belt that goes around your waist. |
Khelymas the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Str / +3 Dex / +4 Cun / +5 Lck Changes damage: +3% physical Trap disarming bonus: +6 Stealth bonus: +6 Stamina each turn: +0.20 Maximum life: +30.00 Infravision radius: +3 Healing mod.: +15% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Anikalthogund the Dawnhack (7 def, 0 armour) =30Corrode, 15Blind=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to blind Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +3% light Physical save: +5 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daysweep (1 def, 0 armour) =30Blind=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +2 Wil / +2 Mag Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +3% mind Spell save: +6 (+3 eff.) Maximum mana: +44.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelrend (1 def, 6 armour) =2CUn, 2Dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Cun / +2 Dex Changes resistances: +6% mind Confusion immunity: +15% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Islyna' (2 def, 0 armour) =30Slow=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% fire / +6% light / +9% darkness Mental save: +19 (+7 eff.) Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Rainblast' (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: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes stats: +1 Str / +2 Con Changes resistances: +6% nature / +6% fire Changes resistances penetration: +15% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour) =3Wil=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Spell save: +6 (+3 eff.) Mental save: +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of fire (+19%) (0 def, 0 armour) =5Wil=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +19% fire Changes damage: +13% fire Mana each turn: +0.17 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balatozor the Growthwrest (0 def, 7 armour) =30Slow, 4Dex=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Dex / +3 Mag Infravision radius: +1 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crackleoath the pair of iron boots (0 def, 3 armour) =4CUn, 2Con=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 lightning Changes stats: +4 Cun / +2 Con Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +5% lightning Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nyvor the pair of hardened leather boots (0 def, 3 armour) =4Dex, 2Con, 7Luc=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Dex / +2 Con / +7 Lck Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +9 Infravision radius: +3 A pair of boots made of leather. |
Siladherin the Blindthorn (0 def, 4 armour) =30Blind, 6Dex, 10Cun, ...=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +6 Dex / +3 Wil / +10 Cun / +3 Con Physical save: +18 (+6 eff.) Mental save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 156% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkglean the pair of rough leather boots (0 def, 1 armour) =15Daze, 15Blind=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to blind Changes resistances: +3% light / +6% lightning Changes resistances penetration: +15% light Changes damage: +12% lightning Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Ulyreneg the Strikekiller (0 def, 1 armour) =30Daze=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes resistances: +6% lightning / +6% fire / +6% cold Changes resistances penetration: +5% fire Changes damage: +3% lightning A pair of boots made of leather. |
undeterred pair of rough leather boots of massiveness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Con Changes damage: +5% physical Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +21% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Unlightpall the hardened leather gloves (0 def, 9 armour) =6CUn=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 8 physical Changes stats: +4 Str / +6 Cun Changes resistances penetration: +20% darkness Changes damage: +5% physical Reduces incoming crit damage: 15.00% Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Airwrither' (0 def, 1 armour) =2Dex, 6Wil=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +6 Wil Changes damage: +6% mind Mental save: +3 (+1 eff.) Psi when hit: +0.24 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ashpiety the hardened leather cap (0 def, 3 armour) =3Wil, 3Con=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +3 Wil / +3 Con Changes damage: +3% arcane / +12% fire Physical save: +13 (+5 eff.) Mental save: +6 (+2 eff.) Light radius: +1 A cap made of leather. |
Bregumnir (1 def, 0 armour) =3Dex, 2Con=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Dex / +2 Con Changes damage: +9% physical Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.90 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Emelona the iron helm (0 def, 3 armour) =4Wil=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex / +2 Mag / +4 Wil Changes resistances: +5% lightning / +6% temporal Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleammoon the rough leather cap (0 def, 1 armour) =2CUn=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +3 Wil Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +3% darkness / +12% light Mindpower: +3 (+2 eff.) A cap made of leather. |
Salubeth the rough leather cap (0 def, 1 armour) =WaterBreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +7% cold / +2% physical Allows you to breathe in: water Physical save: +3 (+1 eff.) Life regen: +0.20 A cap made of leather. |
Sewergrit the linen wizard hat (1 def, 0 armour) =30Slow, 3CUn, 3Con=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +3 Cun / +3 Con Mental save: +6 (+2 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Woebreeze (0 def, 3 armour) =6CUn, 4Wil=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Cun / +4 Wil Changes resistances: +6% darkness Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 A cap made of leather. |
Xavea the linen wizard hat (1 def, 0 armour) =40Turn=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +20% mind Mana each turn: +0.10 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Blasttrial' (2 def, 0 armour) =30Daze=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes resistances: +6% lightning / +22% fire Changes resistances penetration: +10% lightning Changes damage: +21% lightning / +21% fire A pointy cloth hat, very wizardly... |
hardened leather cap 'Emelessra' (0 def, 3 armour) =WaterBreathing, 9Con=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +2 Dex / +2 Mag / +1 Wil / +9 Con Changes resistances: +12% cold Allows you to breathe in: water Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 152.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
linen wizard hat 'Salurebeth' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +1 (+1 eff.) Changes stats: +7 Str Changes resistances: +18% acid Changes damage: +10% acid / +12% physical Critical mult.: +3.00% A pointy cloth hat, very wizardly... |
rough leather cap 'Xurelle' (0 def, 3 armour) =2CUn, 3Wil=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Cun / +3 Wil Changes resistances: +3% cold / +3% temporal Cut immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +10% Mindpower: +4 (+2 eff.) A cap made of leather. |
Emelanne the Darkwedge (2 def, 6 armour) =4CUn, 3Con=Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +10% Changes stats: +4 Cun / +3 Con Changes resistances: +19% lightning / +9% darkness Infravision radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% A suit of armour made of mail. |
Falabar (5 def, 4 armour) =4Dex, 2Con=Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Dex / +1 Mag / +2 Con Changes resistances: +6% arcane Physical save: +6 (+2 eff.) Spell save: +12 (+6 eff.) Maximum life: +22.00 Light radius: +1 A suit of armour made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
221 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+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. |
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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
Glitira (dig speed 29 turns) =30%Corrode, 7Dex, 5CUn=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str / +7 Dex / +5 Cun Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =Digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Belana' (dig speed 28 turns) =30Corrode, CDRed=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str Changes resistances: +9% mind / +9% acid Changes damage: +6% acid / +12% mind Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Blazestrider the brass lantern =30Daze=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind / 8 lightning Changes resistances: +9% mind Changes resistances penetration: +15% mind Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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. |
Bleaknull the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Str Changes damage: +9% physical Maximum life: +44.00 Maximum stamina: +10.00 Light radius: +2 Healing mod.: +20% 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. |
Branerand the brass lantern =3Wil, 3Con=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +2 Mag / +3 Wil / +3 Con Changes resistances penetration: +10% mind Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +13% 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. |
Chaledor =2Dex=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +9 (+9 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 11 fire Changes stats: +4 Str / +2 Dex Changes resistances: +6% fire Physical save: +3 (+1 eff.) Light radius: +2 Healing mod.: +5% 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. |
Gyregosin =30%Corrode=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +5 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Light radius: +2 See stealth: +8 See invisible: +5 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. |
Isysenor the brass lantern =3CUn, 3Wil=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Critical mult.: +5.00% Mental save: +6 (+2 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Light radius: +2 See stealth: +5 See invisible: +8 Heals friendly targets nearby when you use a nature summon: +20 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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scorchbliss the dwarven-steel torque of psychoportation [power 33] (30 cooldown) =Teleport=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances penetration: +15% blight Changes damage: +9% fire Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Light's kiss' [power 2] (10 cooldown) =CureMental=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +12% acid Changes resistances penetration: +15% acid Changes damage: +9% acid Talent granted: +2 Telekinetic Blast Light radius: +3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Elurin the elm wand of firewall [power 65] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +1% physical Blindness immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +25% Teleport immunity: +15% It can be used to creates a wall of flames lasting 4 turns (dealing 83 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of trap destruction 'Healbreak' [power 20] (15 cooldown) =30Slow=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +25% nature / +15% fire It can be used to disarm traps (20 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Daliia the Yeek Arcane Blade level 22
49th Dusk 122nd year of Ascendancy at 21:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Daliia the Yeek Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 12:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Daliia the Yeek Arcane Blade level 20
39th Dusk 122nd year of Ascendancy at 19:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Daliia the Yeek Arcane Blade level 13
10th Flare 122nd year of Ascendancy at 12:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Daliia the Yeek Arcane Blade level 18
26th Dusk 122nd year of Ascendancy at 01:47 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Daliia the Yeek Arcane Blade level 22
49th Dusk 122nd year of Ascendancy at 17:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Daliia the Yeek Arcane Blade level 19
39th Dusk 122nd year of Ascendancy at 08:53 see stats
Log
Daliia rushes out!
Skeleton mage casts Flame.
Daliia is on fire!
Skeleton mage hits Daliia for 57 fire damage.
Lisutira the snow giant thunderer casts Invoke Darkness.
Lisutira the snow giant thunderer hits Daliia for 140 darkness damage.
Daliia speeds up.
Burning from Skeleton mage hits Daliia for 19 fire damage.
Daliia uses Infusion: Wild.
Daliia stops burning.
Daliia is cured!
Daliia lessens the pain.
The protective shield of Lisutira the snow giant thunderer disappears.
Lisutira the snow giant thunderer uses Infusion: Regeneration.
Lisutira the snow giant thunderer starts regenerating health quickly.
Skeleton mage casts Manathrust.
Skeleton mage hits Daliia for 90 arcane damage.
Lisutira the snow giant thunderer casts Chill of the Tomb.
Talent Infusion: Regeneration is ready to use.
Daliia uses Infusion: Regeneration.
Daliia starts regenerating health quickly.
Skeleton mage casts Flame.
Saving done.
Saving done.
Saving game...


























































































































