Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 45 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Gorbat, Supreme Wyrmic of the Pride at level 40 on the 2nd Voratun 124th year of Ascendancy at 15:25 / 2Killed by Elawe the Neverdead at level 45 on the 11st Loss 124th year of Ascendancy at 02:10 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 15 (base 7) |
| Constitution | 76 (base 63) |
| Magic | 86 (base 60) |
| Willpower | 43 (base 20) |
| Cunning | 87 (base 54) |
Resources
| Life | -350/1551 |
| Mana | 434/523 |
| Equilibrium | 20 |
| Positive | 43/162 |
| Healing Factor | 1.6582307232041 |
| Regeneration | 0.082911536160179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 19 |
| Crit Chance | 28% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74.25 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44.3 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +23% |
Defense: Base
| Armour (hardiness) | 50.222047863799 (50%) |
| Defense | 47.446729051057 |
| Ranged Defense | 47.446729051057 |
| Fatigue | 8 |
| Physical Save | 73.108333333333 |
| Spell Save | 65.620833333333 |
| Mental Save | 73.708333333333 |
Defense: Resistances
| All | + 15%( 74%) |
Defense: Immunities
| Disarm Resistance | 97% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 40% |
| Stun Resistance | 30% |
| Pinning Resistance | 5% |
| Poison Resistance | 5% |
| Blind Resistance | 40% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 358 damage for 3 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced-golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.56 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Defensive Posture |
| talent | Frost Infusion |
| talent | Chant of Fortress |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases armour by 13. Elemental Harmony |
| beneficial effect | Increases the effectiveness of all healing the target receives by 16%. Empowered Healing |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 330. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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: * You've found the needed vial of squid ink. * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. 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 orc heart. * You've found the needed hummerhorn wing. * You've found the needed ritch stinger. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 307.33 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. Press to compare |
| Quiver | 172 alchemist bloodstone 172 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
| Light source | void-walker's alchemist's lamp of corpselight void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +7% temporal / +5% darkness / +7% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% 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 7 turns, and deals 37 blight damage or heals 42 life. Creatures standing in the retch also have 5% 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. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
| On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 0/15) : Effective talent level: 1.0 Power cost: 15 out of 0/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. Press to compare |
| Tool | Gerab [power 175] (20/10 cooldown) Gerab [power 175] (20/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Mag Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +10% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +1 Ward Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element (dam 88-175), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Press to compare |
| On fingers | pixie's gold ring of light (+28%) pixie's gold ring of light (+28%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +28% light Changes damage: +14% light Spellpower: +7 (+2 eff.) Rings can have magical properties. Press to compare |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 315, based on Magic) for 10 turns, costing 20 power out of 5/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. Press to compare |
| In main hand | Crystalline Elven-wood magestaff (31.25-37.5 power, 5 apr, arcane element) Crystalline Elven-wood magestaff (31.25-37.5 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 31.3 - 37.5 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Spellpower: +24 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. Press to compare |
| On hands | Blarghizbahh, Fiery Gauntlets of NotFire (0 def, 3 armour) Blarghizbahh, Fiery Gauntlets of NotFire (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 47% Damage (Melee): 14 blight Damage when hit (Melee): 16 nature / 12 mind Changes stats: +6 Mag / +6 Cun / +6 Con Changes resistances: +8% blight / +9% light / +10% darkness Changes damage: +11% blight Physical save: +40 (+9 eff.) Spell save: +9 (+2 eff.) Mental save: +29 (+7 eff.) Disarm immunity: +97% Equilibrium when hit: +0.12 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 106.72 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane / 34 darkness Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +21% all Grants telepathy: Demon/Major Demon/Minor Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +31 (+7 eff.) Light radius: +1 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. Press to compare |
| Cloak | Grinugaran the elven-silk cloak (3 def, 0 armour) Grinugaran the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Mag / +1 Con Changes resistances: +16% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness Stealth bonus: +25 Physical save: +19 (+5 eff.) Mental save: +10 (+2 eff.) Poison immunity: +5% Pinning immunity: +5% Only die when reaching: -110.00 life Maximum life: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | Turyldir TuryldirCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 temporal Changes stats: +7 Str / +4 Dex / +4 Wil Changes resistances cap: +4% all Changes resistances penetration: +10% acid Talent mastery: +0.26 Spell / Stone alchemy Physical save: +16 (+4 eff.) Amulets can have magical properties. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the warrior (542% speed; 5 turns)movement infusion of the warrior (542% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
grounding steel amulet of willpower (+3) grounding steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. Press to compare |
enraging stralite amulet of manastreaming enraging stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Mag Changes damage: +7% physical Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Combat speed: +10% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. Press to compare |
mule's copper ring of darkness (+20%) mule's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +21 Rings can have magical properties. Press to compare |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
psionicist's gold ring of frost (+24%) psionicist's gold ring of frost (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% cold Changes damage: +12% cold Mental save: +8 (+2 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. ethereal ash vilestaff of breaching (15-18 power, 3 apr, acid element)ethereal ash vilestaff of breaching (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 7 % chance of confusion Changes resistances penetration: +8% acid Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +22% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Eclipsetorrent the dragonbone starstaff (34-40.8 power, 6 apr, light element) Eclipsetorrent the dragonbone starstaff (34-40.8 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 8 blight Changes stats: +3 Dex / +9 Mag / +6 Cun / +6 Con Changes damage: +30% light / +9% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Mana each turn: +0.40 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +97.00 Maximum vim: +47.00 Maximum neg.energy: +42.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 129.12 - 154.95 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
magelord's dragonbone starstaff of invocation (30-36 power, 6 apr, light element) magelord's dragonbone starstaff of invocation (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 35 arcane Changes damage: +30% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +92.00 Spellpower: +31 (+7 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 123.85 - 148.62 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. Isuta the Loamfear (57-85.5 power, 4 apr)Isuta the Loamfear (57-85.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +21 light / +8 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 nature Damage against: +37% Undead When wielded/worn: Accuracy: +35 (+17 eff.) Damage when hit (Melee): 16 blight Changes stats: +12 Str Changes damage: +12% nature / +34% physical Stamina when hit: +6.00 Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Elenoharaldil' (80-120 power, 4 apr)voratun battleaxe 'Elenoharaldil' (80-120 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +9 cold When wielded/worn: Accuracy: +20 (+10 eff.) Changes stats: +9 Dex / +2 Wil Changes damage: +3% blight Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. quick stralite mace of nature (36-50.4 power, 5 apr)quick stralite mace of nature (36-50.4 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +9 (+4 eff.) Changes stats: +4 Dex Changes resistances: +6% all Changes resistances penetration: +9% nature Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of projection (39-50.7 power, 9 apr)balanced voratun dagger of projection (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+2 eff.) Disarm immunity: +31% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of massacre (43.5-56.55 power, 9 apr)elemental voratun dagger of massacre (43.5-56.55 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 43.5 - 56.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +12% fire / +10% cold / +12% lightning Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. sentry's pouch of voratun shots of corruption (58/58, 57.5-69 power, 11 apr)sentry's pouch of voratun shots of corruption (58/58, 57.5-69 power, 11 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 57.5 - 69.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +7.0% Capacity: 58 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to curse the target Damage (Ranged): +12 blight / +14 darkness Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of alchemy (3 def, 0 armour)stargazer's silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun Changes resistances: +14% acid / +14% physical / +14% cold / +14% fire Changes damage: +8% acid / +9% physical / +8% light / +9% fire / +10% cold / +13% darkness Talent cooldown: Refit Golem (-4 turns) Spellpower: +7 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of protection (9 def, 4 armour)ancient elven-silk robe of protection (9 def, 4 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Changes stats: +6 Mag Changes resistances penetration: +6% physical / +13% temporal Changes damage: +11% physical / +13% temporal Physical save: +20 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. Molten Skin (15 def, 12 armour)Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 213.45 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. Press to compare |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour of implacability (5 def, 27 armour)impenetrable dwarven-steel plate armour of implacability (5 def, 27 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +27 Defense: +5 (+2 eff.) Fatigue: +18% Physical save: +5 (+1 eff.) A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of delving (9 def, 16 armour)rejuvenating voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str Changes resistances: +16% darkness / +9% physical Life regen: +5.60 Stamina each turn: +1.50 Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of massiveness (0 def, 5 armour)scholar's pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Str / +7 Con Changes damage: +8% physical Spellpower: +5 (+1 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. scouring voratun gauntlets of dexterity (+3) (0 def, 3 armour)scouring voratun gauntlets of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+8 eff.) Armour: +3 Effects when hit in melee: * 25% chance to reduce powers by 20% * 29 arcane resource burn Changes stats: +3 Dex Spell save: +15 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
zircon 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. Press to compare |
onyx 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. Press to compare |
emerald 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. Press to compare |
34 sapphire 34 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Press to compare |
45 jade 45 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. Press to compare |
53 turquoise 53 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Press to compare |
43 ruby 43 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Press to compare |
42 amber 42 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. Press to compare |
26 bloodstone 26 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Press to compare |
27 fire opal 27 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Press to compare |
21 diamond 21 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Press to compare |
24 moonstone 24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+10 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+10 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Press to compare |
27 pearl 27 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Press to compare |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. Press to compare |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
64 alchemist agate 64 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. Press to compare |
75 alchemist fire opal 75 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. Press to compare |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
This item will automatically be transmogrified when you leave the level. woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
soldier's voratun pickaxe (dig speed 11 turns) soldier's voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes stats: +3 Str Changes resistances: +9% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. supercharged voratun torque of clear mind [power 4] (20/14 cooldown)supercharged voratun torque of clear mind [power 4] (20/14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. overpowered elm wand of conjuration [power 151] (20/15 cooldown)overpowered elm wand of conjuration [power 151] (20/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Stay Frosty the Dwarf Alchemist level 30
25th Dearth 123rd year of Ascendancy at 14:32 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Stay Frosty the Dwarf Alchemist level 20
2nd Gold 123rd year of Ascendancy at 13:47 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Stay Frosty the Dwarf Alchemist level 27
8th Profit 123rd year of Ascendancy at 23:20 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Stay Frosty the Dwarf Alchemist level 38
26th Gold 124th year of Ascendancy at 23:39 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Stay Frosty the Dwarf Alchemist level 33
20th Loss 123rd year of Ascendancy at 05:16 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Stay Frosty the Dwarf Alchemist level 39
4th Stralite 124th year of Ascendancy at 12:44 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Stay Frosty the Dwarf Alchemist level 32
45th Dearth 123rd year of Ascendancy at 00:57 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Stay Frosty the Dwarf Alchemist level 38
25th Gold 124th year of Ascendancy at 03:34 see stats
Catch that Plumpkin! (Roguelike)
Finish the Plumpkin event.By Stay Frosty the Dwarf Alchemist level 20
30th Steel 123rd year of Ascendancy at 08:06 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Stay Frosty the Dwarf Alchemist level 12
16th Wealth 122nd year of Ascendancy at 00:41 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Stay Frosty the Dwarf Alchemist level 39
26th Stralite 124th year of Ascendancy at 00:25 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Stay Frosty the Dwarf Alchemist level 31
39th Dearth 123rd year of Ascendancy at 18:49 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Stay Frosty the Dwarf Alchemist level 18
18th Steel 123rd year of Ascendancy at 16:49 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Stay Frosty the Dwarf Alchemist level 15
36th Dearth 122nd year of Ascendancy at 04:59 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stay Frosty the Dwarf Alchemist level 29
39th Profit 123rd year of Ascendancy at 07:05 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Stay Frosty the Dwarf Alchemist level 41
13rd Voratun 124th year of Ascendancy at 15:45 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Stay Frosty the Dwarf Alchemist level 39
39th Stralite 124th year of Ascendancy at 02:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stay Frosty the Dwarf Alchemist level 20
2nd Gold 123rd year of Ascendancy at 14:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Stay Frosty the Dwarf Alchemist level 10
9th Profit 122nd year of Ascendancy at 05:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Stay Frosty the Dwarf Alchemist level 20
29th Steel 123rd year of Ascendancy at 13:20 see stats
Level 30 (Roguelike)
Got a character to level 30.By Stay Frosty the Dwarf Alchemist level 30
13rd Dearth 123rd year of Ascendancy at 18:45 see stats
Level 40 (Roguelike)
Got a character to level 40.By Stay Frosty the Dwarf Alchemist level 40
42nd Stralite 124th year of Ascendancy at 10:10 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Stay Frosty the Dwarf Alchemist level 29
30th Profit 123rd year of Ascendancy at 13:21 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Stay Frosty the Dwarf Alchemist level 45
41st Dearth 124th year of Ascendancy at 12:39 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Stay Frosty the Dwarf Alchemist level 43
23rd Wealth 124th year of Ascendancy at 07:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Stay Frosty the Dwarf Alchemist level 16
19th Shortage 122nd year of Ascendancy at 06:32 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Stay Frosty the Dwarf Alchemist level 28
14th Profit 123rd year of Ascendancy at 18:35 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Stay Frosty the Dwarf Alchemist level 16
2nd Steel 123rd year of Ascendancy at 00:55 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Stay Frosty the Dwarf Alchemist level 31
40th Dearth 123rd year of Ascendancy at 04:18 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Stay Frosty the Dwarf Alchemist level 4
19th Voratun 122nd year of Ascendancy at 18:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Stay Frosty the Dwarf Alchemist level 8
1st Profit 122nd year of Ascendancy at 06:35 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Stay Frosty the Dwarf Alchemist level 20
2nd Gold 123rd year of Ascendancy at 13:47 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Stay Frosty the Dwarf Alchemist level 29
6th Wealth 123rd year of Ascendancy at 15:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Stay Frosty the Dwarf Alchemist level 10
34th Profit 122nd year of Ascendancy at 16:39 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Stay Frosty the Dwarf Alchemist level 34
28th Shortage 123rd year of Ascendancy at 02:29 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Stay Frosty the Dwarf Alchemist level 32
17th Loss 123rd year of Ascendancy at 05:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Stay Frosty the Dwarf Alchemist level 20
30th Steel 123rd year of Ascendancy at 11:40 see stats
Unstoppable (Roguelike)
Returned from the dead.By Stay Frosty the Dwarf Alchemist level 40
2nd Voratun 124th year of Ascendancy at 15:25 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Stay Frosty the Dwarf Alchemist level 26
6th Profit 123rd year of Ascendancy at 07:14 see stats
Log
Stay Frosty casts Channel Staff.
Elawe the Neverdead casts Freeze.
Elawe the Neverdead's spell attains critical power!
Stay Frosty shrugs off the effect 'Frozen'!
Elawe the Neverdead hits Stay Frosty for 320 cold damage.
Agrinal (servant of Stay Frosty) casts Rune: Lightning.
Agrinal (servant of Stay Frosty) hits Elawe the Neverdead for 16 cold, 86 lightning (102 total damage).
Stay Frosty uses Stone Walking.
Elawe the Neverdead casts Moonlight Ray.
Agrinal (servant of Stay Frosty) reflects damage back to Elawe the Neverdead!
Elawe the Neverdead HEALS from darkness damage!
Elawe the Neverdead hits Agrinal (servant of Stay Frosty) for (375 shifted), 0 darkness, 375 darkness (375 total damage).
Elawe the Neverdead hits Stay Frosty for 286 darkness damage.
Agrinal (servant of Stay Frosty) hits Elawe the Neverdead for 0 cold, 13 cold, 0 darkness, 62 healing (13 total damage) [62 healing].
Elawe the Neverdead killed Agrinal (servant of Stay Frosty)!
Stay Frosty casts Bathe in Light.
Elawe the Neverdead casts Manathrust.
Elawe the Neverdead casts Bone Spear.
Elawe the Neverdead hits Stay Frosty for 191 arcane, 108 physical (298 total damage).
Talent Throw Bomb is ready to use.
A shield forms around Stay Frosty.
Stay Frosty receives 52 healing from Stay Frosty's healing light area effect.
Stay Frosty folds the space between two points.
Elawe the Neverdead casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around Stay Frosty crumbles.
Saving game...
