











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 27 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Ivarilratira the fire wyrm at level 27 on the 40th Dearth 122nd year of Ascendancy at 14:02 / 1 |
Primary Stats
| Strength | 49 (base 46) |
| Dexterity | 26 (base 16) |
| Constitution | 26 (base 13) |
| Magic | 72 (base 58) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -52/957 |
| Insanity | 15/100 |
| Healing Factor | 1.3416586254954 |
| Regeneration | 5.7020491583554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 27.507429148833 |
| See Invisible | 27.507429148833 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +31% |
| Blight | +9% |
| Arcane | +11% |
| All | +5% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +25% |
| Physical | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.551211628464 (73.607947236566%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 20 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 35 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Light | + 20%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 11%( 70%) |
| Darkness | + 31%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Disarm Resistance | 24% |
| Confusion Resistance | 80% |
| Knockback Resistance | 40% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 0 up to 3 times. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 665% 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 Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Burb the snow giant champion. Escort: lost defiler (level 1 of Daikara) | failed |
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Urthirand' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: -1% Changes resistances penetration: +20% blight / +8% physical Changes damage: +3% arcane Stamina each turn: +0.40 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +41.00 Spellpower: +5 (+1 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Elenigorn'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +5% darkness / +3% blight Changes damage: +6% light Damage affinity(heal): +5% light Stun/Freeze immunity: +10% Spellpower: +20 (+5 eff.) Light radius: +5 Healing mod.: +5% It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 201.67 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 110 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 23 power out of 22/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 26 Damage (Melee): 8 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 26 Damage (Ranged): 15 physical Changes stats: +3 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes damage: +5% all Stun/Freeze immunity: +30% Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel waraxe 'Deepslash' (130% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 arcane When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 10 arcane Changes stats: +2 Cun / +2 Con Changes resistances penetration: +5% darkness One-handed war axes. |
| On hands | steady voratun gauntlets of magic (+2) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +7 arcane Damage (radius 2) on crit: +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xebeth (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% Changes stats: +5 Cun / +4 Wil Mental save: +20 (+8 eff.) Life regen: +2.00 Maximum life: +20.00 Mindpower: +10 (+3 eff.) Healing mod.: +11% A suit of armour made of metal plates. |
| Cloak | Armiravor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% light / +5% arcane Pinning immunity: +10% Life regen: +2.00 Maximum life: +112.00 Mindpower: +15 (+5 eff.) Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | FoghueInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex Changes resistances: +15% lightning Changes resistances penetration: +20% darkness Changes damage: +9% darkness Stun/Freeze immunity: +23% Only die when reaching: -40.00 life Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the titan (heal 315; 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 315 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the titan (damage 124; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 124.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 93; dur 4; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 93.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
teleportation rune of the warrior (range 75; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
BetutaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+8 eff.) Changes stats: +8 Lck / +3 Wil Changes resistances: +11% lightning Changes resistances penetration: +10% arcane Changes damage: +9% mind Mental save: +3 (+2 eff.) Stun/Freeze immunity: +21% Maximum psi: +10.00 Reduce all damage from unseen attackers: 11% 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. |
EbonybearerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Wil / +2 Cun Changes resistances: +9% darkness / +10% temporal Changes damage: +3% mind Pinning immunity: +22% Knockback immunity: +26% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 294 strength, based on Magic) for 5 turns Activation costs 16 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Porybreriarin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +14 Wil Changes resistances: +7% physical Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Amulets make your neck look great! |
insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
MalerainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Str / +3 Dex / +8 Con Changes resistances: +6% mind / +9% acid Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 33 power out of 50/50) : Effective talent level: 2.0 Power cost: 33 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ragedar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +5 Con Changes resistances penetration: +15% acid Disarm immunity: +24% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +34.00 Infravision radius: +3 See invisible: +12 Rings make your fingers look great! |
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 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
UriruidorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +20 (+14 eff.) Changes stats: +4 Wil Changes resistances: +12% nature Mental save: +23 (+9 eff.) Teleport immunity: +20% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+10 eff.) Effects on melee hit: * 28% chance to reduce all saves and defense by 26 Damage (Melee): 35 physical Effects on ranged hit: * 27% chance to reduce all saves and defense by 26 Damage (Ranged): 43 physical Changes stats: +12 Cun Changes resistances: +3% blight / +5% arcane / +3% nature / +12% darkness Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +18.00 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 puts all charms on cooldown for 1 turns. "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? |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Glareidol'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Wil / +2 Con Changes resistances: +12% light Changes resistances penetration: +15% light See invisible: +15 Rings make your fingers look great! |
gold ring 'Noonkiss'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +9 Armour: +10 Defense: +9 (+8 eff.) Changes stats: +5 Str / +6 Dex / +7 Cun Changes resistances: +6% light / +5% arcane Changes damage: +18% light It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +20 Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
steel ring 'Daymoon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +16 Changes stats: +4 Str Changes resistances: +9% light / +6% acid Stamina each turn: +1.00 Rings make your fingers look great! |
wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
wizard's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +8 (+4 eff.) Rings make your fingers look great! |
Glotha (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+7 eff.) Changes stats: +2 Wil Changes resistances: +2% physical Physical save: +6 (+3 eff.) Maximum hate: +10.00 Mindpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavastriker (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +2 Cun Changes resistances: +12% fire Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Maximum hate: +6.00 Mindpower: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkspawner the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +4 Cun / +2 Str Changes damage: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +11% darkness / +19% temporal Defense after a teleport: +17 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Haleladrasin the pair of hardened leather boots (25 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+16 eff.) Changes resistances: +15% lightning / +8% temporal / +12% mind / +9% fire Maximum life: +40.00 A pair of boots made of leather. |
Salyyana (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +2% Changes stats: +2 Con Maximum stamina: +30.00 Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadespawn (0 def, 3 armour) =5 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Lck / +5 Dex Changes resistances: +6% temporal / +12% cold / +3% nature / +9% light Changes resistances penetration: +10% darkness Stealth bonus: +8 Disease immunity: +10% A pair of boots made of leather. |
pair of rough leather boots 'Frigidbile' (0 def, 1 armour) =4 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +6% cold Changes resistances penetration: +5% fire / +15% cold Changes damage: +9% cold / +3% fire Stealth bonus: +6 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 128.81 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 16 power out of 24/24) : Effective talent level: 2.0 Power cost: 16 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 169.63 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Elenyregochik' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +2 Changes stats: +6 Cun / +4 Dex Changes resistances: +18% acid / +21% cold Critical mult.: +15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Mental save: +7 (+4 eff.) Maximum life: +45.00 When used to modify unarmed attacks: Power: 120% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) =2 dex=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
radiant hardened leather gloves of strength (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 7 light Changes stats: +3 Str Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betynor (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Con Stamina when hit: +0.90 Equilibrium when hit: +0.90 A cap made of leather. |
Chalugund (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes stats: +5 Con Changes damage: +6% arcane Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dawntorrent (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +7 Wil / +9 Con Changes resistances: +6% light Physical save: +6 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Fogbone (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +7% cold / +6% light / +9% darkness Changes resistances penetration: +5% darkness Allows you to breathe in: water Physical save: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisenne the hardened leather cap (0 def, 3 armour) =9 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +9 Dex / +7 Wil / +2 Con Changes resistances: +8% blight Reduces incoming crit damage: 15.00% Mental save: +8 (+4 eff.) A cap made of leather. |
Relgydunaneg the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +3% blight Changes resistances penetration: +5% mind / +10% blight Changes damage: +9% blight A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 10 power out of 15/15) : Effective talent level: 1.0 Power cost: 10 out of 15/15. 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. |
Yvessra the linen wizard hat (6 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +4 Defense: +6 (+6 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances: +15% acid / +9% mind Changes damage: +10% acid A pointy cloth hat, very wizardly... |
iron helm 'Yaregen' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +5% Psi when hit: +0.08 Maximum hate: +8.00 Mental crit. chance: +2% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
3 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. |
128 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. |
7 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. |
2 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
Galahad the Bogmire (dig speed 37 turns) =4 dex=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +2 Str / +4 Dex Changes resistances: +11% nature Changes resistances penetration: +15% nature Changes damage: +6% nature Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gilyhad (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +1 Str Changes resistances penetration: +10% physical Changes damage: +3% mind Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hailquell the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +7 Cun / +1 Str Changes resistances: +6% darkness / +6% fire Changes damage: +12% cold Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Relgetoneg (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +6 Con Changes resistances: +11% nature / +18% acid Changes damage: +6% nature Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tarrirand the Prismbringer (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Str / +4 Mag Changes resistances penetration: +5% acid Changes damage: +6% acid Infravision radius: +1 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
LayubreveaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +5% arcane Life regen: +4.00 Maximum life: +42.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 168.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
2 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/3)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 131 power out of 378/400. 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. |
Drivor the Strikesin [power 47] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 darkness Changes resistances: +9% nature Changes resistances penetration: +10% lightning Only die when reaching: -40.00 life Maximum life: +20.00 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Furnacestoker [power 165] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +30 (+19 eff.) Damage when hit (Melee): 10 cold Changes stats: +2 Dex Changes resistances penetration: +10% fire It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 363 Base Damage: 192 Armor: 12 All Resist: 10 Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Layeta [power 116] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% temporal / +5% arcane / +3% darkness Changes damage: +3% mind Mental save: +3 (+2 eff.) See invisible: +3 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of stinging [power 182] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 191 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of stinging [power 116] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
piercing elm wand of conjuration [power 100] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 105 cold damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 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. |
9 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. |
7 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Oi Caramba the Drem Writhing One level 12
6th Profit 122nd year of Ascendancy at 09:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Oi Caramba the Drem Writhing One level 23
19th Wealth 122nd year of Ascendancy at 09:52 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 Oi Caramba the Drem Writhing One level 27
15th Dearth 122nd year of Ascendancy at 17:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Oi Caramba the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 01:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Oi Caramba the Drem Writhing One level 20
45th Profit 122nd year of Ascendancy at 13:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Oi Caramba the Drem Writhing One level 9
27th Voratun 122nd year of Ascendancy at 23:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Oi Caramba the Drem Writhing One level 8
25th Voratun 122nd year of Ascendancy at 13:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Oi Caramba the Drem Writhing One level 19
40th Profit 122nd year of Ascendancy at 16:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Oi Caramba the Drem Writhing One level 23
18th Wealth 122nd year of Ascendancy at 15:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Oi Caramba the Drem Writhing One level 16
18th Profit 122nd year of Ascendancy at 05:20 see stats
Log
Ivarilratira the fire wyrm's devouring flames area effect drains life from Burb the snow giant champion!
Ivarilratira the fire wyrm's devouring flames area effect drains life from Snow giant!
Ivarilratira the fire wyrm's devouring flames area effect drains life from Gluriathra the faeros!
Ivarilratira the fire wyrm's devouring flames area effect drains life from Cold drake hatchling!
Ivarilratira the fire wyrm receives 5 healing from Cold drake hatchling.
Ivarilratira the fire wyrm receives 5 healing from Snow giant.
Ivarilratira the fire wyrm receives 5 healing from Something.
Ivarilratira the fire wyrm receives 2 healing from Burb the snow giant champion.
Ivarilratira the fire wyrm receives 5 healing from Something.
Ivarilratira the fire wyrm's devouring flames area effect hits Cold drake hatchling for 47 fire damage.
Ivarilratira the fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Ivarilratira the fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Ivarilratira the fire wyrm's devouring flames area effect hits Gluriathra the faeros for (6 to psi shield), 5 fire (5 total damage).
Ivarilratira the fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Ivarilratira the fire wyrm's devouring flames area effect hits Burb the snow giant champion for (16 flat reduction), 15 fire (15 total damage).
Ivarilratira the fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Ivarilratira the fire wyrm's devouring flames area effect hits Snow giant for 47 fire damage.
Burb the snow giant champion isn't moving as defensively anymore.
Ivarilratira the fire wyrm slows down.
Ivarilratira the fire wyrm's Beyond the Flesh hits Oi Caramba for 47 physical, 12 physical, 19 cold (77 total damage).
Black Blood Bleeding from Oi Caramba hits Ivarilratira the fire wyrm for 28 darkness damage.
Melee retaliation hits Ivarilratira the fire wyrm for 10 arcane, 21 light (31 total damage).
Ivarilratira the fire wyrm uses Impale.
Ivarilratira the fire wyrm performs a melee critical strike against Oi Caramba!
Ivarilratira the fire wyrm's spell attains critical power!
Oi Caramba starts to bleed.
Melee retaliation hits Ivarilratira the fire wyrm for 10 arcane, 21 light (31 total damage).
Ivarilratira the fire wyrm hits Oi Caramba for 163 physical, 12 physical, 26 cold (201 total damage).
Oi Caramba the level 27 drem writhing one was chilled to death by Ivarilratira the fire wyrm on level 1 of Daikara.
The victim in your stomach finally dies from the painful agony.





















































































































