











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 19 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 64th Haze 122nd year of Ascendancy at 00:44 / 1 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 43 (base 39) |
| Constitution | 12 (base 10) |
| Magic | 49 (base 47) |
| Willpower | 27 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -110/449 |
| Paradox | 335 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 0.27978815428144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 32.515687768704 |
| See Invisible | 32.515687768704 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 58 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 58 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Cold | +10% |
| All | 0% |
| Lightning | +13% |
| Light | +19% |
| Temporal | +7% |
| Darkness | +11% |
| Fire | +11% |
| Nature | +11% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +25% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 5 (63.914983985962%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 24 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Cold | + 16%( 70%) |
| Fire | + 22%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed black mamba head. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. pair of rough leather boots 'Ebonytrail' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Ebonytrail' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Changes resistances: +3%(-) lightning / +6%(-) temporal Changes resistances penetration: +10%(-) darkness Maximum encumbrance: +22 (-) Physical save: +5 (+5 eff.) (-) Spell save: +3 (+1 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.80 to 98.39 lightning damage (65.59 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | [vs. Shard of Crystalized Time (Tool)]Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +4(-) Wil / +2(-) Con Changes damage: +7%(-) temporal Reduces paradox anomalies(equivalent to willpower): +10 (-) An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | [vs. marksman's steel ring of power (On fingers, 1 of 2)]marksman's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Physical power: +6 (+3 eff.) (-) Changes stats: +3(-) Dex Spellpower: +7 (+4 eff.) (-) Mindpower: +5 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. marksman's steel ring of power (On fingers, 1 of 2)]psionicist's steel ring of darkness (+22%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Dex / +4 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-7 (-4 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused 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 (+2 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... |
| In main hand | [vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]Rhitir (19-27 power, 4 apr) Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) Damage (Melee): +8(-) darkness / +4(-) mind Damage against: +10% (-)Living When wielded/worn: Changes resistances penetration: +25%(-) mind Critical mult.: +15.00% (-) Psi when hit: +0.04 (-) Maximum hate: +2.00 (-) Mental crit. chance: +3% (-) One-handed war axes. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
| In off hand | [vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 3)]truestriking dwarven-steel dagger (18-24 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1(-0.5 - -2.5) Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+3) Crit. chance: +6.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness / +0(-4) mind Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +0%(-25%) mind / +7% physical Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Morningrain the linen cloak (21 def, 0 armour) (Cloak)]Morningrain the linen cloak (21 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+7 eff.) (-) Damage when hit (Melee): 2(-) light Changes damage: +3%(-) physical Critical mult.: +10.00% (-) Maximum life: +31.00 (-) Mindpower: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]Nooncrypt the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16%(-) fire / +7%(-) all Changes damage: +3%(-) lightning / +11%(-) fire / +6%(-) nature / +9%(-) light Light radius: +1 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 darkness, 4 fire, 5 nature, 4 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Tidepassion the ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-4.0 - -8.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness / +0(-4) mind Damage against: +0% (-10% )Living When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances: +12% acid Changes resistances penetration: +0%(-25%) mind Changes damage: +6% acid / +6% cold / +15% temporal Talent granted: +1 Command Staff Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mental crit. chance: +0% (-3%) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel battleaxe 'Tyyalach' (20-30 power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(+1.0 - +3.4) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +0(-4) mind / +0(-8) darkness Damage (radius 1) on hit: +10 fire Damage against: +0% (-10% )Living When wielded/worn: Changes stats: +1 Str / +1 Mag / +5 Con Changes resistances penetration: +0%(-25%) mind Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 15.00% Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]Glorytha the iron mace (12-16 power, 2 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1(-7.5 - -10.5) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-2) Crit. chance: +0.5% (-4.0%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness / +0(-4) mind Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +5%(-20%) mind Changes damage: +6% mind Critical mult.: +0.00% (-15.00%) Disarm immunity: +21% Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Infravision radius: +1 Blunt and deadly. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel mace 'Balethel' (11-15 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.0 - 15.4(-8.0 - -11.2) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-1) Crit. chance: +1.0% (-3.5%) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-8) darkness / +0(-4) mind Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Defense: +10 (+3 eff.) Changes resistances: +3% mind / +2% physical Changes resistances penetration: +0%(-25%) mind Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. flaming steel waraxe of phasing (12-17 power, 9 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8(-7.0 - -9.8) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (+5) Crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +11% Damage (Melee): +0(-8) darkness / +0(-4) mind Damage (radius 1) on hit: +5 fire Damage against: +0% (-10% )Living When wielded/worn: Changes resistances penetration: +0%(-25%) mind Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 3)]Chillsear (9-12 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7(-10.0 - -14.9) Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+1) Crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-8) darkness / +0(-4) mind Damage (radius 1) on hit: +4 arcane Damage (radius 2) on crit: +5 acid / +5 nature Damage against: +0% (-10% )Living When wielded/worn: Armour penetration: +7 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +9% cold Changes resistances penetration: +6% acid / +0%(-25%) mind / +8% nature / +15% arcane Changes damage: +6% cold Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. Cyrivea (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-14.0 - -21.1) Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +0(-4) mind / +0(-8) darkness Damage against: +0% (-10% )Living When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes resistances penetration: +0%(-25%) mind Changes damage: +6% lightning / +6% cold / +3% temporal / +8% physical Talent granted: +1 Attune Mindstar Critical mult.: +0.00% (-15.00%) Pinning immunity: +23% Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Maximum vim: +40.00 Spellpower: +20 (+7 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% (-1%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 3)]Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(-2.0 - -7.9) Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+3) Crit. chance: +5.0% (+0.5%) Attack speed: 125% (+25%) On weapon crit: + Focus the lightning forces on an enemy Damage (Melee): +0(-8) darkness / +0(-4) mind Damage conversion: 50% dazing lightning Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances penetration: +0%(-25%) mind Changes damage: +10% lightning Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 22.16 to 66.48 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Ce'Nasetha the Rimeedge Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0(-19.0 - -26.6) Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +7 Damage (Melee): +0(-8) darkness / +0(-4) mind Damage (radius 1) on hit: +4 cold Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +3.0% Changes resistances: +6% blight / +9% cold / +6% nature Changes resistances penetration: +0%(-25%) mind / +5% cold Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Maximum life: +80.00 Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. Rhitir (19-27 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Layegadakira Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0(-19.0 - -26.6) Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +7 Travel speed: +100% Damage (Melee): +0(-8) darkness / +0(-4) mind Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +15 (+7 eff.) Ammo reloads per turn: +1 Changes stats: +2 Cun Changes resistances: +3% physical Changes resistances penetration: +0%(-25%) mind Critical mult.: +0.00% (-15.00%) Psi when hit: +0.00 (-0.04) Only die when reaching: -60.00 life Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-3%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. truestriking dwarven-steel dagger (18-24 power, 7 apr) (In off hand)]Coral Spray (8 def, 8 armour, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Armour Penetration: +0 (-7) Crit. chance: +0.0% (-6.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-8) Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Changes resistances penetration: +0%(-7%) physical Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +0%(-16%) fire / +7%(-) all Changes resistances penetration: +8% cold Changes damage: +0%(-3%) lightning / +0%(-9%) light / +10% cold / +0%(-6%) nature / +0%(-11%) fire Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Light radius: +0 (-1) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +0%(-16%) fire / +9%(+2%) all Changes damage: +0%(-3%) lightning / +0%(-9%) light / +0%(-11%) fire / +15% arcane / +0%(-6%) nature Spellpower: +15 (+5 eff.) Spell crit. chance: +15% Light radius: +0 (-1) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +0%(-16%) fire / +9%(+2%) all Changes damage: +0%(-3%) lightning / +0%(-11%) fire / +0%(-6%) nature / +0%(-9%) light Light radius: +0 (-1) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Toruromirand the Boltzeal (16 def, 10 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +16 (+5 eff.) Fatigue: +7% Damage when hit (Melee): 10 lightning Changes resistances: +7% acid / +7% cold / +0%(-16%) fire / +0%(-7%) all Changes damage: +0%(-3%) lightning / +0%(-11%) fire / +0%(-6%) nature / +0%(-9%) light Allows you to breathe in: water Stamina each turn: +3.00 Only die when reaching: -80.00 life Light radius: +0 (-1) A suit of armour made of leather. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of spell shielding (2 def, 12 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +0%(-16%) fire / +6% arcane / +0%(-7%) all Changes damage: +0%(-3%) lightning / +0%(-11%) fire / +0%(-6%) nature / +0%(-9%) light Spell save: +10 (+5 eff.) Light radius: +0 (-1) A suit of armour made of mail. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +0%(-16%) fire / +0%(-7%) all Changes damage: +0%(-3%) lightning / +0%(-11%) fire / +0%(-6%) nature / +0%(-9%) light Light radius: +0 (-1) A suit of armour made of mail. |
[vs. Nooncrypt the linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Lightdredge the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 light Changes resistances: +17% acid / +0%(-16%) fire / +12% light / +0%(-7%) all Changes resistances penetration: +25% light / +5% mind Changes damage: +0%(-3%) lightning / +0%(-11%) fire / +0%(-6%) nature / +0%(-9%) light Light radius: +2 (+1) A suit of armour made of metal plates. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2(-2) Cun / +3(-1) Wil Changes resistances: +0%(-10%) nature / +10% fire Changes damage: +0%(-5%) nature / +5% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 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 resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +10% physical / +0%(-10%) cold Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+10 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.opal 0.00 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. |
This item will automatically be transmogrified when you leave the level.3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
[vs. Shard of Crystalized Time (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-2) Con / +5(+1) Wil Changes damage: +0%(-7%) temporal Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +0 (-10) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Shard of Crystalized Time (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of healing 'Voidbreeze' [power 200] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 4 darkness Changes stats: +0(-4) Wil / +0(-2) Con Changes resistances: +12% darkness Changes resistances penetration: +20% acid Changes damage: +3% light / +0%(-7%) temporal Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +0 (-10) It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Xeria II the Shalore Temporal Warden level 12
61st Dusk 122nd year of Ascendancy at 08:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Xeria II the Shalore Temporal Warden level 19
63rd Haze 122nd year of Ascendancy at 16:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Xeria II the Shalore Temporal Warden level 10
23rd Dusk 122nd year of Ascendancy at 02:04 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Xeria II the Shalore Temporal Warden level 11
34th Dusk 122nd year of Ascendancy at 20:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Xeria II the Shalore Temporal Warden level 14
16th Haze 122nd year of Ascendancy at 11:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xeria II the Shalore Temporal Warden level 15
26th Haze 122nd year of Ascendancy at 02:14 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Xeria II the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 19:05 see stats
Log
Xeria II warps space-time to equip: Surefire
deadly quiver of ash arrows of accuracy.
Xeria II warps space-time to equip: Rhitir
truestriking dwarven-steel dagger.
Xeria II casts Thread Walk.
Xeria II performs a melee critical strike against Snow giant!
You collect a new ingredient: snow giant kidney (1).
range 9
Xeria II hits Snow giant for 142 physical, 8 darkness, 3 mind, 4 mind, 15 light, 34 temporal (206 total damage).
Urkis, the High Tempest casts Nova.
Xeria II is caught inside a Hurricane.
Xeria II killed Snow giant!
Urkis, the High Tempest hits Xeria II for (52 absorbed), 0 lightning (0 total damage).
Xeria II is dazed!
Urkis, the High Tempest is not stunned anymore.
Urkis, the High Tempest speeds up.
Your shield crumbles under the damage!
The shield around Xeria II crumbles.
Thunderstorm hits Xeria II for (28 absorbed), 32 lightning (32 total damage).
Xeria II hits Urkis, the High Tempest for 0 lightning damage.
Xeria II is not dazed anymore.
The Hurricane around Xeria II dissipates.
Xeria II has recovered!
Hurricane from Urkis, the High Tempest hits Xeria II for 92 lightning damage.
Xeria II casts Invigorate.
Xeria II is invigorated.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's spell attains critical power!
Thunderstorm hits Xeria II for 36 lightning damage.
Urkis, the High Tempest's Shock hits Xeria II for 297 lightning damage.
Xeria II the level 19 shalore temporal warden was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.































































































