Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | ZOmnibus Addon Pack 1.1.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 49 / 22% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 13) |
| Dexterity | 76 (base 60) |
| Constitution | 81 (base 60) |
| Magic | 17 (base 16) |
| Willpower | 72 (base 46) |
| Cunning | 78 (base 42) |
Resources
| Life | 1366/1366 |
| Equilibrium | 45 |
| Stamina | 349/349 |
| Psi | 162/162 |
| Healing Factor | 1.21 |
| Regeneration | 4.356 |
Speed
| Mental | +40.297827912735% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 70 |
| Crit Chance | 37% |
| APR | 46 |
| Speed | 0.57 |
Offense: Spell
| Spellpower | 5.6666666666667 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.2 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| All | +2% |
Offense: Damage Penetration
| Physical | +26% |
Defense: Base
| Armour (hardiness) | 46.85 (93.461538461538%) |
| Defense | 45.166666666667 |
| Ranged Defense | 45.166666666667 |
| Fatigue | 0 |
| Physical Save | 55.433333333333 |
| Spell Save | 31.275 |
| Mental Save | 50.266666666667 |
Defense: Resistances
| Lightning | + 32%( 70%) |
| Acid | + 32%( 70%) |
| Nature | + 40%( 70%) |
| Blight | + 49%( 80%) |
| Physical | + 19%( 70%) |
| Fire | + 32%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 15% |
| Confusion Resistance | 52% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 21% |
| Silence Resistance | 17% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1029% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 746 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. Also while Heroism is active, you will only die when reaching -641 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 867% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Rapid Shot |
| talent | Intuitive Shots |
| talent | Antimagic Shield |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Dream Walk (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 357. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. This item has been sent to the Item's Vault. |
| Quiver | inquisitor's quiver of dragonbone arrows of annihilation (14/14, 65-91 power, 26 apr) inquisitor's quiver of dragonbone arrows of annihilation (14/14, 65-91 power, 26 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Physical crit. chance: +12.0% Capacity: 14 Special effect when this weapon crits: burns latent spell energy Travel speed: +200% Damage when this weapon hits(ranged): +23 manaburn arcane Arrows are used with bows to pierce your foes to death. |
| Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. The set is complete. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Physical save: +15 Spell save: +15 Mental save: +15 It can be used to activate talent Warshout (costing 41 power out of 45/45) : Effective talent level: 2.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
| On fingers | gladiator's gold ring of speed gladiator's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Physical power: +8 Defense: +7 Changes stats: +6 Str / +7 Con Movement speed: +12% It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.7 Power cost: 36 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 can have magical properties. |
| On fingers | treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature Physical save: +16 Poison immunity: +16% Disease immunity: +14% Life regen: +0.90 Maximum life: +98.00 Healing mod.: +21% Rings can have magical properties. |
| Around waist | Gunekath the rough leather belt Gunekath the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Dex / +4 Cun / +1 Con Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 4 physical Life regen: +0.20 Mental crit. chance: +6% A belt that goes around your waist. |
| In main hand | thaloren dragonbone longbow of power thaloren dragonbone longbow of powerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 When wielded/worn: Changes resistances penetration: +16% physical Changes damage: +31% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | archer's dwarven-steel gauntlets of war-making (0 def, 2 armour) archer's dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +7 Physical crit. chance: +5.0% Armour: +2 Changes stats: +4 Cun / +3 Dex Critical mult.: +15.00% Spell crit. chance: +12% Mental crit. chance: +8% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 10.0 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Main armor | Scale Mail of Kroltar (20 def, 14 armour) Scale Mail of Kroltar (20 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Armour: +14 Defense: +20 Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +240.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 12.89 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | oh great negatives (18 def, 0 armour) oh great negatives (18 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 Defense: +18 Fatigue: -9% Changes stats: +6 Str / +5 Dex / +1 Mag / +6 Wil / +6 Cun / +6 Con Damage when the wearer is hit: 8 fire Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Technique / Combat training Maximum encumbrance: +10 Physical save: +15 Spell save: -30 Stamina each turn: +1.00 Mana each turn: -0.52 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Mayenne' stralite amulet 'Mayenne'Requires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +4 Critical mult.: +17.00% Poison immunity: +5% Disease immunity: +5% Disarm immunity: +15% Pinning immunity: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Inventory
regeneration infusion (heal 376 over 5 turns) regeneration infusion (heal 376 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. 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. |
wild infusion of the titan (resist 34%; cure magical, mental) wild infusion of the titan (resist 34%; cure magical, mental)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 34% for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
wanderer's steel amulet of mastery (0.16 Technique / Combat training) wanderer's steel amulet of mastery (0.16 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Talent mastery: +0.16 Technique / Combat training Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Aeremnir the gold amulet Aeremnir the gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Damage when the wearer hits(melee): 2 mind Mental save: +11 Confusion immunity: +15% Psi when firing a critical mind attack: +1.00 Mindpower: +6 Amulets can have magical properties. |
Boregrim BoregrimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Fatigue: -7% Changes resistances: +3% fire / +6% darkness / +3% temporal Physical save: +6 Mental save: +6 Life regen: +1.40 Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Radhurehell the gold amulet Radhurehell the gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +2% physical Changes resistances penetration: +6% mind Changes damage: +5% mind Critical mult.: +10.00% Stamina when hit: +1.00 Mana when hit: +1.00 Equilibrium when hit: +0.30 Psi when hit: +0.80 Hate when hit: +0.20 Healing mod.: +10% It can be used to forces nearby enemies to attack you (rad 9), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
starlit gold amulet of willpower (+3) starlit gold amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% darkness / +12% light Blindness immunity: +28% Amulets can have magical properties. |
Kindletrial KindletrialCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 8 acid Changes resistances: +6% light Changes resistances penetration: +10% acid / +5% light Physical save: +20 Spell save: +21 Mental save: +16 Amulets can have magical properties. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +4 Physical crit. chance: +3.0% Armour: +5 Defense: +8 Changes resistances cap: +3% all Critical mult.: +13.00% Physical save: +16 Amulets can have magical properties. |
savior's stralite amulet of seduction savior's stralite amulet of seductionCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +6% mind Changes damage: +5% mind Physical save: +20 Spell save: +14 Mental save: +10 Stamina when hit: +1.20 Mana when hit: +1.60 Equilibrium when hit: +0.60 Psi when hit: +1.30 Hate when hit: +0.20 It can be used to forces nearby enemies to attack you (rad 10), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
warmaker's stralite amulet warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +7 Dex / +7 Wil Amulets can have magical properties. |
archmage's voratun amulet of manastreaming archmage's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes damage: +6% fire / +6% cold / +6% lightning / +7% acid Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Spellpower: +4 Spell crit. chance: +3% Amulets can have magical properties. |
enraging voratun amulet of the eclipse enraging voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 Damage when the wearer hits(melee): 14 darkness / 10 light Damage when the wearer is hit: 10 darkness / 14 light Changes damage: +7% physical / +15% darkness / +10% light Combat speed: +10% Amulets can have magical properties. |
savior's voratun amulet of cunning (+4) savior's voratun amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Physical save: +19 Spell save: +19 Mental save: +16 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's gold ring of perseverance gladiator's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +26% Life regen: +0.80 Rings can have magical properties. |
gold ring 'Polatira' gold ring 'Polatira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Damage when the wearer hits(melee): 13 gloom / 32 bleed Damage when the wearer is hit: 8 arcane Changes resistances penetration: +5% blight Changes damage: +3% arcane Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Spellpower: +6 Spell crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 29%. Rings can have magical properties. |
marksman's gold ring of light (+30%) marksman's gold ring of light (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +30% light Changes damage: +15% light Rings can have magical properties. |
Sulfurraptor SulfurraptorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Damage when the wearer hits(melee): 2 arcane Changes resistances: +3% nature / +5% arcane Changes damage: +3% arcane Rings can have magical properties. |
gladiator's stralite ring of clarity gladiator's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +6 Con Mental save: +10 Confusion immunity: +23% Rings can have magical properties. |
savage's stralite ring of focus savage's stralite ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +11% physical Spell save: +17 Maximum stamina: +34.00 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 45% chance to deal another, similar, blow for 7 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +0.90 Maximum life: +69.00 Mindpower: +9 Healing mod.: +13% Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.30 Maximum life: +53.00 Healing mod.: +17% Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +11 Defense: +12 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
wizard's stralite ring of warding wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +20% fire / +14% cold / +25% lightning / +18% acid Spell save: +12 Rings can have magical properties. |
painweaver's voratun ring of light (+34%) painweaver's voratun ring of light (+34%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Changes resistances: +34% light Changes damage: +6% all / +17% light Spellpower: +10 Mindpower: +11 Rings can have magical properties. |
rogue's voratun ring of lightning (+22%) rogue's voratun ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
titan's voratun ring of tenacity titan's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 Disarm immunity: +38% Pinning immunity: +33% Knockback immunity: +40% Maximum life: +36.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Erelegas' voratun ring 'Erelegas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +5% temporal Changes damage: +6% temporal Disarm immunity: +40% Pinning immunity: +27% Knockback immunity: +38% Maximum life: +33.00 Rings can have magical properties. |
plaguebringer's voratun dagger of massacre (49.5-64.35 power, 9 apr) plaguebringer's voratun dagger of massacre (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +16 blight When wielded/worn: Disease immunity: +25% Sharp, short and deadly. |
Flashquick FlashquickRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +35 nature Damage conversion: 30% mind When wielded/worn: Accuracy: +15 Physical crit. chance: +13.0% Physical power: +15 Changes stats: +7 Str / +8 Dex Changes resistances: +6% fire / +10% all Changes resistances penetration: +15% nature Changes damage: +15% light Psi when firing a critical mind attack: +4.00 Maximum hate: +6.00 Infravision radius: +3 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
dragonbone longbow of nature dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +25 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +12% nature Longbows are used to shoot arrows at your foes. |
Poxwreck the quiver of elven-wood arrows (13/13, 45.5-63.7 power, 14 apr) Poxwreck the quiver of elven-wood arrows (13/13, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Damage when this weapon hits(ranged): +28 lightning / +12 nature slow Burst (radius 2) on crit: +8 nature Damage conversion: 30% arcane / 43% lightning / 10% nature Arrows are used with bows to pierce your foes to death. |
Yarehell the Filthquick (14/33, 52.5-73.5 power, 18 apr) Yarehell the Filthquick (14/33, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 34 Special effect when this weapon hits: 20% chance to torment the target Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +10 bleed / +20 mind / +4 nature slow / +12 darkness / +20 insidious poison Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 lightning / +8 mind Damage conversion: 23% mind / 20% darkness / 20% lightning Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
manaburning quiver of dragonbone arrows of disruption (6/14, 53.5-74.9 power, 18 apr) manaburning quiver of dragonbone arrows of disruption (6/14, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits(ranged): +28 manaburn arcane Damage against: +25% Undead / +30% Construct Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Vorera' (1/13, 70.5-98.7 power, 18 apr) quiver of dragonbone arrows 'Vorera' (1/13, 70.5-98.7 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Damage when this weapon hits(ranged): +8 acid blind / +4 temporal Burst (radius 1) on hit: +12 acid Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
monstrous hardened leather belt of the mystic monstrous hardened leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +5 Str / +5 Con Physical save: +10 Mental save: +8 Spellpower: +7 Size category: +1 A belt that goes around your waist. |
marshal's elven-silk cloak of implacability (3 def, 0 armour) marshal's elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +4 Con Physical save: +18 Mental save: +12 Only die when reaching: -50.00 life Maximum life: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of implacability (3 def, 6 armour) thick elven-silk cloak of implacability (3 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Changes resistances: +12% cold Physical save: +7 Mental save: +5 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
4 aquamarine 4 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 Gems can be sold for money or used in arcane rituals. |
7 opal 7 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
9 onyx 9 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 Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
14 emerald 14 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 Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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% Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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% Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
11 jade 11 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 Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
11 ruby 11 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 Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
165 alchemist agate 165 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. |
67 alchemist bloodstone 67 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +2 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. |
alchemist's lamp of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
overpowered dwarven-steel torque of clear mind [power 4] (31 cooldown) overpowered dwarven-steel torque of clear mind [power 4] (31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. |
Eritochak the Scorpiontitan [power 49] (27 cooldown) Eritochak the Scorpiontitan [power 49] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 20 nature Changes resistances penetration: +5% nature Changes damage: +9% fire It can be used to teleport randomly (rad 49), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
Pyrequell the stralite torque of clear mind [power 3] (18 cooldown) Pyrequell the stralite torque of clear mind [power 3] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 4 fire Changes resistances: +15% fire Changes damage: +6% nature Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of psychoportation [power 44] (27 cooldown) psionic stralite torque of psychoportation [power 44] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 44), placing all other charms into a 27 cooldown. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of psychoportation [power 41] (27 cooldown) telekinetic stralite torque of psychoportation [power 41] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 41), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of mindblast [power 349] (6 cooldown) quiet voratun torque of mindblast [power 349] (6 cooldown)Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a beam (dam 174-349), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
tentacled elven-wood totem of cure poisons [power 3] (18 cooldown) tentacled elven-wood totem of cure poisons [power 3] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Ce'Nawyn the Kindlereeve [power 247] (32 cooldown) Ce'Nawyn the Kindlereeve [power 247] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 4 light Changes resistances: +5% arcane Light radius: +1 It can be used to heal the target for 247, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By No seriously the Yeek Archer level 37
63rd Pyre 123rd year of Ascendancy at 04:38 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By No seriously the Yeek Archer level 37
61st Pyre 123rd year of Ascendancy at 14:09 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By No seriously the Yeek Archer level 22
51st Haze 122nd year of Ascendancy at 01:28 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By No seriously the Yeek Archer level 47
21st Regrowth 124th year of Ascendancy at 12:27 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By No seriously the Yeek Archer level 41
59th Dusk 123rd year of Ascendancy at 18:32 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By No seriously the Yeek Archer level 46
45th Haze 123rd year of Ascendancy at 04:02 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By No seriously the Yeek Archer level 40
53rd Dusk 123rd year of Ascendancy at 22:18 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By No seriously the Yeek Archer level 20
9th Haze 122nd year of Ascendancy at 01:43 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By No seriously the Yeek Archer level 30
71st Regrowth 123rd year of Ascendancy at 07:18 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By No seriously the Yeek Archer level 9
6th Flare 122nd year of Ascendancy at 06:55 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By No seriously the Yeek Archer level 39
50th Dusk 123rd year of Ascendancy at 00:16 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By No seriously the Yeek Archer level 32
33rd Pyre 123rd year of Ascendancy at 09:27 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By No seriously the Yeek Archer level 21
45th Haze 122nd year of Ascendancy at 18:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By No seriously the Yeek Archer level 18
1st Haze 122nd year of Ascendancy at 00:41 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By No seriously the Yeek Archer level 27
4th Allure 123rd year of Ascendancy at 05:50 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By No seriously the Yeek Archer level 28
20th Regrowth 123rd year of Ascendancy at 14:29 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By No seriously the Yeek Archer level 23
4th Decay 122nd year of Ascendancy at 19:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By No seriously the Yeek Archer level 10
9th Dusk 122nd year of Ascendancy at 15:57 see stats
Level 20 (Roguelike)
Got a character to level 20.By No seriously the Yeek Archer level 20
7th Haze 122nd year of Ascendancy at 12:22 see stats
Level 30 (Roguelike)
Got a character to level 30.By No seriously the Yeek Archer level 30
69th Regrowth 123rd year of Ascendancy at 20:11 see stats
Level 40 (Roguelike)
Got a character to level 40.By No seriously the Yeek Archer level 40
50th Dusk 123rd year of Ascendancy at 00:16 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By No seriously the Yeek Archer level 38
10th Dusk 123rd year of Ascendancy at 11:31 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By No seriously the Yeek Archer level 48
32nd Regrowth 124th year of Ascendancy at 16:37 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By No seriously the Yeek Archer level 21
31st Haze 122nd year of Ascendancy at 08:59 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By No seriously the Yeek Archer level 29
25th Regrowth 123rd year of Ascendancy at 04:23 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By No seriously the Yeek Archer level 37
61st Pyre 123rd year of Ascendancy at 12:54 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By No seriously the Yeek Archer level 40
50th Dusk 123rd year of Ascendancy at 02:14 see stats
The Arena (Roguelike)
Unlocked Arena mode.By No seriously the Yeek Archer level 9
2nd Dusk 122nd year of Ascendancy at 19:24 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By No seriously the Yeek Archer level 24
10th Decay 122nd year of Ascendancy at 19:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By No seriously the Yeek Archer level 15
63rd Dusk 122nd year of Ascendancy at 15:19 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By No seriously the Yeek Archer level 41
78th Dusk 123rd year of Ascendancy at 11:27 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By No seriously the Yeek Archer level 33
46th Pyre 123rd year of Ascendancy at 01:08 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By No seriously the Yeek Archer level 22
46th Haze 122nd year of Ascendancy at 05:08 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By No seriously the Yeek Archer level 36
60th Pyre 123rd year of Ascendancy at 17:49 see stats
Log
Talent Infusion: Regeneration is ready to use.
No seriously stops regenerating health quickly.
No seriously uses Infusion: Regeneration.
No seriously starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
No seriously stops regenerating health quickly.
No seriously uses Infusion: Regeneration.
No seriously starts regenerating health quickly.
There is an exit to the worldmap here (press '' or right click to use).
Talent Infusion: Regeneration is ready to use.
Resting starts...
No seriously uses Reload.
No seriously begins reloading.
Talent Reload is ready to use.
Your inquisitor's quiver of dragonbone arrows of annihilation is full.
Rested for 3 turns (stop reason: all resources and life at maximum).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 38th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
No seriously stops regenerating health quickly.
