Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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:
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 15 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Shionmin the thalore at level 15 on the 7th Wealth 122nd year of Ascendancy at 01:08 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 8 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 41 (base 40) |
| Willpower | 39 (base 32) |
| Cunning | 12 (base 10) |
Resources
| Life | -52/456 |
| Mana | 278/329 |
| Equilibrium | 21 |
| Healing Factor | 1.2383363011315 |
| Regeneration | 0.30958407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 30 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 30 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Nature | +3% |
| Cold | +6% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Lightning | +10% |
| Fire | +5% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 29.413408721348 (65.897138898113%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 23 |
| Physical Save | 12 |
| Spell Save | 24 |
| Mental Save | 21 |
Defense: Resistances
| Cold | + 31%( 70%) |
| Acid | + 5%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 50% |
| Confusion Resistance | 21% |
| Blind Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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 |
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 |
Equipment
| On feet | Porerita the Loamraider (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Wil / +3 Mag Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% nature Reduces incoming crit damage: 5.00% Light radius: +1 A pair of boots made of leather. |
| Light source | 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.(95 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Poryssra the Rainpiercer (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 Changes resistances penetration: +10% lightning / +25% cold / +5% fire Changes damage: +6% cold A cap made of leather. |
| On hands | corrosive rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +5% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | powerful iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
| On fingers | copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Cut immunity: +50% Confusion immunity: +21% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | reinforced iron shield of cold resistance (+16%) (0 def, 4 armour, 94% power, 43 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +43 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
| 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 off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+7 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Muckbraid (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% * 10% chance to reduce armor by 27% Changes stats: +3 Wil Changes resistances penetration: +20% nature Changes damage: +3% nature Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 14%; 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 14% 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. |
movement infusion (speed 402%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 402% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 517%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 517%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 436%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 510%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 79; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 79 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 101; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Cunning 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. |
wild infusion (res 16%; magical; dur 3; cd 14)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 19%; mental; dur 3; cd 16)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: 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 effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 73; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 72.51 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 11; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 10; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 86; dur 3; cd 15)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: 15 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 86 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 30; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. 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. |
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 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+9 eff.) Spell save: +10 (+5 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
starlit copper amulet of mastery (0.11 Spell / Earth)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +13% darkness Talent mastery: +0.11 Spell / Earth Blindness immunity: +20% Amulets make your neck look great! |
warrior's 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: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.blooming vined mindstar of life (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.reinforced iron steamsaw (65% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 102% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When used to attack (with talents): Block value: +26 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.swashbuckler's steel steamsaw (108% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +1 Str / +3 Dex Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xann the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex Changes damage: +3% mind Physical save: +6 (+6 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 Infravision radius: +2 A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+9 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Isoyalrawen the Gloomstoker (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes resistances: +6% temporal Physical save: +6 (+6 eff.) Life regen: +2.00 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Zeroran the Vipersmasher (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +5% nature Changes damage: +12% nature / +3% light A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Burnwend' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +12% fire Changes resistances penetration: +5% fire Spell save: +9 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Physical power: +6 (+3 eff.) Armour: +2 Changes resistances: +5% blight Spell save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.61 to 79.84 lightning damage (53.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Vorimina (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +6 Dex / +6 Con Only die when reaching: -40.00 life A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+2) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +11% blight / +17% fire / +13% nature A suit of armour made of mail. |
dwarven-steel mail armour 'Rhydil' (8 def, 16 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +8 (+7 eff.) Fatigue: +12% Changes resistances: +9% lightning / +6% mind Disarm immunity: +20% Confusion immunity: +10% A suit of armour made of mail. |
prismatic iron plate armour of cold resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% cold / +11% light / +10% darkness A suit of armour made of metal plates. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 83.35 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 83.35 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+5 eff.) Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 Healing mod.: +11% 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive steel torque of mindblast [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 155] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 175] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 350 Base Damage: 175 Armor: 5 All Resist: 10 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Midralar' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% acid / +6% nature / +3% mind Physical save: +3 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 100 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of healing [power 104] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 104 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
ash wand of lightning storm [power 176] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Activation puts 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. |
elven-wood wand of clairvoyance 'Gleamsorrow' [power 12] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +1 Con Changes resistances: +12% light Infravision radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 12, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 48. * 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. |
quick ash wand of clairvoyance [power 9] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 9, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
4 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. |
2 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
Level 10 (Roguelike)
Got a character to level 10.By Stoney the Dwarf Stone Warden level 10
7th Profit 122nd year of Ascendancy at 13:51 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Stoney the Dwarf Stone Warden level 5
17th Voratun 122nd year of Ascendancy at 16:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Stoney the Dwarf Stone Warden level 12
16th Profit 122nd year of Ascendancy at 06:41 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Stoney the Dwarf Stone Warden level 12
17th Profit 122nd year of Ascendancy at 23:28 see stats
Log
Shionmin the thalore hits Stoney for 93 acid damage.
Stoney is poisoned!
Shionmin the thalore uses Eyal's Wrath.
Shionmin the Thalore's mucus ooze is seized by a stone vine.
Stone Vine from Stoney hits Shionmin the Thalore's mucus ooze for 15 nature, 15 arcane (30 total damage).
Poison from Shionmin the thalore hits Stoney for 23 nature damage.
Shionmin the thalore uses Mucus.
Shionmin the thalore uses Acidfire.
Stoney loses sight!
Stoney deactivates Eldritch Infusion.
Shionmin the thalore's Acidfire cloud hits Stoney for 45 acid damage.
Poison from Shionmin the thalore hits Stoney for 23 nature damage.
Stoney uses Infusion: Wild.
Stoney stops being poisoned.
Stoney is cured!
Stoney lessens the pain.
Something hits Stoney for 39 acid damage.
Stoney slows down.
Something hits Stoney for (10 flat reduction), 20 nature (20 total damage).
Shionmin the thalore's Eyal's Wrath drains magical energy!
Something hits Stoney for (10 flat reduction), 24 nature (24 total damage).
Something hits Stoney for (10 flat reduction), 116 nature (116 total damage).
Something hits Stoney for (10 flat reduction), 24 nature (24 total damage).
Something hits Stoney for (10 flat reduction), 50 acid, (10 flat reduction), 53 nature (102 total damage).
Stoney the level 15 dwarf stone warden was splurged to death by Shionmin the thalore on level 1 of Ambush!.































































































