












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Corruptor |
| Level / Exp | 38 / 73% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 24 (base 10) |
| Constitution | 64 (base 60) |
| Magic | 104 (base 60) |
| Willpower | 52 (base 13) |
| Cunning | 48 (base 33) |
Resources
| Life | 891/891 |
| Mana | 462/462 |
| Vim | 73/73 |
| Healing Factor | 1.3493965053825 |
| Regeneration | 3.0361421371107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +114.06963088675% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 8 |
| See Stealth | 32.989687335918 |
| See Invisible | 41.989687335918 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 24 |
| Crit Chance | 29% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 24 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Light | +18% |
| Temporal | +22% |
| Blight | +51% |
| Arcane | +32% |
| Fire | +28% |
| All | +12% |
Offense: Damage Penetration
| Temporal | +35% |
| Physical | +50% |
| Light | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32 (64.007671158813%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 58 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 45%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 41%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 60%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 0% |
| Silence Resistance | 50% |
| Confusion Resistance | 70% |
| Knockback Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 7 times. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.64 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.64 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Chant of Fortress |
| talent | Bone Shield |
| talent | Flame of Urh'Rok |
| talent | Blood Fury |
| talent | Corruption of the Doomed |
| talent | Premonition |
| talent | Dark Ritual |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 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 |
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 Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Polama the elder vampire. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 405. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zubinn (30 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +30 (+7 eff.) Fatigue: -3% Changes stats: +2 Str Changes damage: +12% arcane Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +28 Physical save: +10 (+4 eff.) Confusion immunity: +20% Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +8% darkness Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 38 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Guba the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +10 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +7% physical / +15% light / +12% darkness Changes damage: +9% blight Physical save: +13 (+5 eff.) Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% A cap made of leather. |
| On hands | voratun gauntlets 'Torundur' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Fatigue: +5% Damage (Melee): 15 arcane / 13 temporal Damage (Ranged): 10 temporal Changes stats: +6 Mag / +9 Wil Changes resistances: +14% temporal / +8% arcane / +6% darkness Changes damage: +8% arcane / +10% temporal Critical mult.: +21.00% Life regen: +2.00 Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +11% Mental crit. chance: +13% When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +9 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Borohek the Torchspar [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Changes resistances penetration: +25% physical Changes damage: +6% fire Critical mult.: +10.00% Only die when reaching: -80.00 life Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 56. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +6 Wil Changes resistances: +32% acid Changes damage: +16% acid Mental save: +8 (+3 eff.) Confusion immunity: +40% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +26 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
| Around neck | Puretyphoon the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +25% light / +22% darkness / +12% nature Changes resistances penetration: +15% light Changes damage: +10% blight / +10% fire / +6% light Talent masteries: +0.34 Corruption / Plague +0.34 Corruption / Vim Critical mult.: +15.00% Blindness immunity: +32% Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
| In main hand | magewarrior's short yew vilestaff of fate (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Ce'NirinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +5 Dex / +2 Wil / +5 Cun / +7 Lck Changes resistances: +9% fire / +8% cold Changes resistances penetration: +10% temporal Trap disarming bonus: +11 Stealth bonus: +10 Maximum life: +72.00 Maximum mana: +50.00 Maximum stamina: +28.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +28.00 Maximum pos.energy: +28.00 Maximum neg.energy: +32.00 Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
| In off hand | steel dagger 'Glacierwreck' (104% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +2 Str Changes resistances: +9% blight / +1% physical / +6% cold Stun/Freeze immunity: +20% Teleport immunity: +20% Sharp, short and deadly. |
| Cloak | Zanugas the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +4 Dex / +4 Wil / +3 Con Talent mastery: +0.30 Technique / Combat training Spell save: +23 (+6 eff.) Stamina each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+4 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
healing infusion of the titan (heal 202; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 749%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 749% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 686; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 686 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
blink rune of the wizard (range 10; phase 33; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 130; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 559; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 559 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 53; blocks 3; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 3 times. 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. |
stormshield rune (threshold 28; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 4 times. 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. |
Churuirain the BlizzardravagePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 10% chance to blind * 9% chance to reduce damage dealt by 20% Damage when hit (Melee): 10 cold Changes resistances: +20% lightning / +30% cold Changes damage: +10% light / +9% darkness Stun/Freeze immunity: +41% Life regen: +3.00 Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Gilydin the FlashreekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +19% lightning / +9% blight Changes resistances penetration: +25% light Stun/Freeze immunity: +38% Light radius: +3 Amulets make your neck look great! |
RelgedanInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical / +21% light / +5% arcane / +6% nature / +15% mind / +12% darkness Spell save: +3 (+1 eff.) Blindness immunity: +24% Confusion immunity: +26% Stamina each turn: +0.30 Amulets make your neck look great! |
XorinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Con Changes resistances: +3% darkness / +18% acid Changes damage: +9% physical Talent mastery: +0.31 Corruption / Shadowflame Physical save: +10 (+4 eff.) Spell save: +12 (+4 eff.) Life regen: +5.00 Maximum life: +59.00 Combat speed: +10% Amulets make your neck look great! |
steel amulet 'Lisaba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +14 Changes stats: +2 Str / +3 Con Changes damage: +7% blight / +9% fire Critical mult.: +32.00% Stamina each turn: +2.00 Spellpower: +7 (+1 eff.) Amulets make your neck look great! |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
GeyattaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Mag / +4 Wil Changes resistances: +7% nature / +5% blight Mental save: +8 (+3 eff.) Poison immunity: +19% Disease immunity: +15% Spell crit. chance: +6% Rings make your fingers look great! |
Hanyrek the BrightwolfInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +30 (+7 eff.) Damage when hit (Melee): 6 light Changes resistances: +6% cold Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Cut immunity: +20% Confusion immunity: +23% Maximum life: +60.00 Rings make your fingers look great! |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
gold ring 'Mayakira'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +8 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +11 Cun / +6 Dex Changes resistances: +12% fire / +3% darkness / +6% temporal Changes damage: +5% all Spell save: +3 (+1 eff.) Spellpower: +6 (+1 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
gold ring 'Yvebeth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+9 eff.) Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +7% nature / +8% blight Poison immunity: +18% Disease immunity: +17% Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +29% Stamina each turn: +2.00 Maximum life: +22.00 Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Zyrohell the StartrailInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes resistances: +9% light / +12% fire Changes resistances penetration: +10% fire Changes damage: +9% light / +6% blight Physical save: +7 (+3 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
cashmere cloak 'Frozenknight' (2 def, 0 armour) =wtf=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+9 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Changes resistances: +12% nature / +6% cold Changes damage: +6% cold Blindness immunity: +10% Pinning immunity: +20% Maximum life: +175.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 44% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots 'Glulle' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 46% Damage when hit (Melee): 6 acid Changes stats: +5 Dex / +3 Mag / +4 Wil / +4 Con / +8 Lck Changes resistances: +9% acid Changes resistances penetration: +15% acid / +8% physical Stealth bonus: +10 Lowers spell cool-downs by: 10% Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Ivibeth' (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +6% mind Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +23% Confusion immunity: +29% Stun/Freeze immunity: +29% Stamina each turn: +0.50 Maximum stamina: +23.00 A pair of boots made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
402 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Anyrand the Deepsbliss (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 46% Changes stats: +9 Str / +8 Wil Changes resistances: +6% darkness / +21% fire Changes damage: +9% acid / +24% darkness Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Kilnpain the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +5 Str Changes resistances: +6% fire Changes damage: +9% fire Light radius: +2 See invisible: +24 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 249.57 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +32% Confusion immunity: +16% Light radius: +9 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Vorythra the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +16 Changes resistances: +12% nature Changes damage: +3% mind Stun/Freeze immunity: +20% Life regen: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Aerasewyn [power 12] (15 cooldown) =blight pen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +18% blight / +5% arcane Changes resistances penetration: +25% blight Changes damage: +18% acid It can be used to reveal the area around you, dispelling darkness (radius 12, power 88 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Corruptor Last Try the Doomelf Corruptor level 36
46th Pyre 123rd year of Ascendancy at 06:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corruptor Last Try the Doomelf Corruptor level 19
38th Dusk 122nd year of Ascendancy at 19:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Corruptor Last Try the Doomelf Corruptor level 34
75th Regrowth 123rd year of Ascendancy at 20:21 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Corruptor Last Try the Doomelf Corruptor level 29
5th Regrowth 123rd year of Ascendancy at 02:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Corruptor Last Try the Doomelf Corruptor level 23
72nd Haze 122nd year of Ascendancy at 11:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Corruptor Last Try the Doomelf Corruptor level 36
31st Pyre 123rd year of Ascendancy at 15:31 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Corruptor Last Try the Doomelf Corruptor level 30
8th Regrowth 123rd year of Ascendancy at 15:23 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Corruptor Last Try the Doomelf Corruptor level 6
78th Pyre 122nd year of Ascendancy at 13:58 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Corruptor Last Try the Doomelf Corruptor level 34
77th Regrowth 123rd year of Ascendancy at 11:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Corruptor Last Try the Doomelf Corruptor level 10
5th Mirth 122nd year of Ascendancy at 09:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Corruptor Last Try the Doomelf Corruptor level 20
46th Haze 122nd year of Ascendancy at 13:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Corruptor Last Try the Doomelf Corruptor level 30
6th Regrowth 123rd year of Ascendancy at 06:04 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Corruptor Last Try the Doomelf Corruptor level 24
73rd Haze 122nd year of Ascendancy at 20:09 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Corruptor Last Try the Doomelf Corruptor level 19
48th Dusk 122nd year of Ascendancy at 18:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Corruptor Last Try the Doomelf Corruptor level 38
60th Pyre 123rd year of Ascendancy at 07:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Corruptor Last Try the Doomelf Corruptor level 23
72nd Haze 122nd year of Ascendancy at 21:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Corruptor Last Try the Doomelf Corruptor level 9
3rd Mirth 122nd year of Ascendancy at 07:22 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Corruptor Last Try the Doomelf Corruptor level 31
41st Regrowth 123rd year of Ascendancy at 22:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Corruptor Last Try the Doomelf Corruptor level 19
54th Dusk 122nd year of Ascendancy at 11:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Corruptor Last Try the Doomelf Corruptor level 23
72nd Haze 122nd year of Ascendancy at 15:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Corruptor Last Try the Doomelf Corruptor level 16
26th Dusk 122nd year of Ascendancy at 07:55 see stats
Log
You gain 25.00 gold from the transmogrification of yew longbow 'Frostbolt'.
You gain 5.51 gold from the transmogrification of voratun greatsword of shearing (174% power, 4 apr).
You gain 21.68 gold from the transmogrification of Frostrebel the dwarven-steel greatmaul (149% power, 2 apr).
You gain 2.82 gold from the transmogrification of savior's gold ring of power.
You gain 0.79 gold from the transmogrification of shatter afflictions rune (absorb 97; cd 22).
You gain 2.11 gold from the transmogrification of blink rune (range 5; phase 22; cd 20).
You gain 1.83 gold from the transmogrification of regeneration infusion (heal 445; 16 cd).
You gain 4.59 gold from the transmogrification of heroism infusion (die at -259; dur 8; cd 30).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Corruptor Last Try casts Soul Rot.
Corruptor Last Try's spell attains critical power!
Corruptor Last Try is surging arcane power.
Corruptor Last Try's Soul Rot hits Vampire for 1533 blight damage.
Corruptor Last Try's Soul Rot killed Vampire!
Resting starts...
Talent Soul Rot is ready to use.
Corruptor Last Try is no longer surging arcane power.
Rested for 15 turns (stop reason: all resources and life at maximum).
You gain 2.56 gold from the transmogrification of shielding rune of the sneak (absorb 500; dur 4; cd 16).
You gain 1.54 gold from the transmogrification of movement infusion (speed 812%; cd 16).
You gain 7.50 gold from the transmogrification of Gloves of the Firm Hand (0 def, 8 armour).
You gain 10.91 gold from the transmogrification of Zubykira the dwarven-steel gauntlets (10 def, 15 armour).
You gain 6.90 gold from the transmogrification of heroic dwarven-steel gauntlets of war-making (0 def, 6 armour).
You gain 20.00 gold from the transmogrification of Piercing Gaze (5 def, 25 armour, 150% power, 180 block).
You gain 25.00 gold from the transmogrification of drakeskin leather gloves 'Beluth' (0 def, 11 armour).
You gain 11.01 gold from the transmogrification of ancient elven-silk robe of Angolwen (0 def, 0 armour).
You gain 18.12 gold from the transmogrification of Cyrygaba the pair of dwarven-steel boots (25 def, 4 armour).














































































































