










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Items Vault 1.5.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 28 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Xerorena the bone giant at level 28 on the 40th Regrowth 123rd year of Ascendancy at 12:04 / 1 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 42 (base 27) |
| Constitution | 14 (base 10) |
| Magic | 60 (base 58) |
| Willpower | 46 (base 24) |
| Cunning | 34 (base 24) |
Resources
| Life | -209/431 |
| Mana | 445/460 |
| Positive | 0/111 |
| Healing Factor | 1.2826086956521 |
| Regeneration | 1.4749999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +51.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 11 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, dragon |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 28 |
| Crit Chance | 29% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Arcane | +24% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +10% |
| Fire | +34% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 22 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 53 |
| Mental Save | 43 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 7%( 70%) |
| Darkness | + 26%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 33%( 70%) |
| Mind | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 100% |
| Stun Resistance | 60% |
| Poison Resistance | 15% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -605 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 876% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Burning Wake |
| talent | Feather Wind |
| talent | Chant of Fortitude |
| talent | Wildfire |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | The target is wrapped in disorientating smoke, confusing them and reducing vision range by 6. Shadow Smoke |
| detrimental effect | The target is poisoned and sick, doing 33.08 nature damage per turn. All damage it does is reduced by 20%. Numbing Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. * You've found the needed honey tree root. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glira the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil Changes damage: +15% arcane Spell save: +15 (+5 eff.) Mana when firing critical spell: +2.00 Maximum mana: +40.00 Movement speed: +20% A pair of boots made of leather. |
| Light source | watchleader's brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Blindness immunity: +21% Confusion immunity: +10% Light radius: +6 See stealth: +11 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. 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 | Khelorand (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Dex / +5 Wil Changes resistances: +5% blight / +7% darkness Changes damage: +9% arcane Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) See invisible: +9 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| Tool | Morningravage (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -5% Changes stats: +5 Str / +4 Dex Changes resistances: +3% light Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Sewerwitch'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 nature / 12 acid Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +25% acid Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Malenarihir the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Con Changes resistances: +6% mind Reduced damage from: +23% Summoned Grants telepathy: Dragon Light radius: +2 A belt that goes around your waist. |
| In main hand | magelord's yew magestaff of wizardry (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 15 arcane Changes stats: +2 Wil / +2 Mag Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +66.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Emyseta (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +3 Dex Changes resistances: +6% lightning Critical mult.: +8.00% Poison immunity: +15% Stun/Freeze immunity: +5% Spell crit. chance: +12% Mental crit. chance: +9% Healing mod.: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Adythra the hardened leather armour (10 def, 11 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun / +6 Str Changes resistances: +10% physical / +7% arcane / +16% darkness Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Maximum hate: +6.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | linen cloak 'Gleamsaw' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 mind / 8 light Changes stats: +2 Cun Maximum life: +30.00 Mindpower: +14 (+4 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arinor the TempestpyreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances penetration: +10% lightning / +10% arcane Spell save: +30 (+9 eff.) Life regen: +0.90 Mana when firing critical spell: +4.00 Maximum mana: +100.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 121)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 121 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion of the sneak (+10 for 8 turns, die at -364)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 8 turns. While Heroism is active, you will only die when reaching -364 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
movement infusion of the sneak (435% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 435% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
regeneration infusion of the psychic (heal 316 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. 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 ability. |
regeneration infusion of the sneak (heal 176 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 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 ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 19%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 5 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 ability. |
wild infusion of the sneak (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Elixir of MasteryInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you four additional stat points. A vial of thick maroon fluid. |
manasurge rune of the psychic (784% regen over 10 turns; 39 instant mana)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 784% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
phase door rune of the sneak (range 8; power 22; dur 4)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 ability. |
phase door rune of the sneak (range 7; power 24; dur 3)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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 ability. |
shielding rune of the warrior (absorb 282 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 282 damage for 5 turns. 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 ability. |
teleportation rune of the wizard (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 103 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Aeremitta the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% fire / +3% temporal / +11% cold Changes resistances penetration: +10% physical Changes damage: +6% temporal Talent mastery: +0.20 Spell / Meta Amulets can have magical properties. |
EmethraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +24% mind / +5% arcane Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Poison immunity: +10% Confusion immunity: +24% Amulets can have magical properties. |
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... |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
restful gold amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Wil Life regen: +0.90 Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet 'Oakedge'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances: +15% fire / +6% nature / +18% cold Critical mult.: +15.00% Mental save: +3 (+1 eff.) Maximum hate: +8.00 Amulets can have magical properties. |
BlazequellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Changes stats: +3 Dex / +2 Con Changes resistances: +22% cold Changes damage: +3% lightning / +11% cold Physical save: +8 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +9 (+3 eff.) Maximum stamina: +12.00 Rings can have magical properties. |
DourwreckInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +24% acid Changes resistances penetration: +25% darkness Changes damage: +12% acid Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Rings can have magical properties. |
Goraroddadin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% fire / +27% mind / +5% arcane Changes damage: +12% mind Physical save: +9 (+5 eff.) Spell save: +30 (+9 eff.) Rings can have magical properties. |
Layeldaba the EclipseoracleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +28% nature / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +11% nature / +6% darkness Spell save: +6 (+2 eff.) Rings can have magical properties. |
SparkwitchInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 nature / 8 lightning Changes resistances: +8% nature / +6% blight Changes resistances penetration: +15% lightning / +15% nature Poison immunity: +12% Disease immunity: +11% Rings can have magical properties. |
gold ring 'Galemortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun Changes resistances: +12% acid / +12% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Rings can have magical properties. |
gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +0.80 Rings can have magical properties. |
marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +4 Dex Rings can have magical properties. |
steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
warrior's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Zeroran (122% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +4 Dex / +4 Con Grants telepathy: Humanoid/Orc Infravision radius: +3 See invisible: +6 Massive two-handed battleaxes. |
Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Zerozilahad the vined mindstar (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 acid When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +4 Wil Grants telepathy: Dragon Mindpower: +8 (+2 eff.) Mental crit. chance: +2% See invisible: +6 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. |
greater yew magestaff of blasting (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +19 (+7 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 19.24 to 23.08 lightning damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Bethudassra the CharnoonInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +6% mind Maximum life: +33.00 A belt that goes around your waist. |
FlamebearerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +4 Wil / +7 Mag Changes resistances: +3% blight / +15% fire Changes resistances penetration: +10% fire Changes damage: +6% blight Spell save: +9 (+3 eff.) Mana each turn: +0.30 Maximum mana: +24.00 Spell crit. chance: +4% Size category: +1 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
KhelokanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +4 (+2 eff.) Changes resistances: +12% fire / +2% physical / +3% cold Spell save: +20 (+7 eff.) Maximum life: +42.00 A belt that goes around your waist. |
Xerema the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+2 eff.) Fatigue: -10% Changes stats: +2 Str / +3 Mag / +6 Wil / +2 Con Spell save: +9 (+3 eff.) See invisible: +9 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Lustreswift'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +4 Mag Changes resistances: +6% light Changes damage: +6% light / +12% temporal Mana each turn: +0.31 Maximum mana: +27.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +5% blight Mana each turn: +0.15 Maximum mana: +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belukira (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Str / +4 Dex / +4 Con Changes resistances: +6% mind Physical save: +6 (+3 eff.) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borikalthokan the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +2% physical Physical save: +29 (+15 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porayadhemina the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +18% lightning Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +5% Knockback immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikepall the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 lightning / 16 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +3% lightning / +9% fire Changes resistances penetration: +10% lightning / +10% fire Changes damage: +12% lightning Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Arthorim' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +14 (+7 eff.) Defense: +2 (+1 eff.) Changes resistances: +9% nature / +9% temporal Life regen: +0.60 Maximum life: +39.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Polora' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Cun / +3 Con Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dourkin' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 8 darkness Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Cun Changes resistances penetration: +15% darkness See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Wretchvortex' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes resistances penetration: +15% fire Changes damage: +6% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of battle (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +1 Wil / +2 Mag Spell save: +7 (+3 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getarain the Unlighthack (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +4 Wil / +5 Mag Changes resistances penetration: +10% darkness Mana each turn: +0.14 Psi each turn: +0.10 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 22.66 to 28.33 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind / +10% darkness Physical save: +10 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+18%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Wil / +5 Mag Changes resistances: +18% fire Changes damage: +12% fire Mana each turn: +0.21 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethalle the pair of dwarven-steel boots (0 def, 18 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Fatigue: +3% Disease immunity: +10% Pinning immunity: +20% Knockback immunity: +10% Life regen: +3.00 Only die when reaching: -40.00 life Healing mod.: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emura the pair of rough leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +5 Lck Stealth bonus: +5 Life regen: +0.20 Stamina each turn: +0.20 Maximum life: +40.00 A pair of boots made of leather. |
Galyndur the pair of hardened leather boots (9 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Changes stats: +2 Str / +3 Con Poison immunity: +20% Disease immunity: +10% Life regen: +1.70 Infravision radius: +2 Healing mod.: +11% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gleldagalle (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +9 Fatigue: +2% Changes stats: +2 Cun / +2 Con Physical save: +13 (+7 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -80.00 life Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gydin (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Damage when hit (Melee): 12 arcane / 12 blight Changes resistances: +5% arcane / +3% blight Changes damage: +3% blight / +6% arcane Maximum encumbrance: +23 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
Harathad the pair of hardened leather boots (3 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Physical power: +6 (+3 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Critical mult.: +9.00% Life regen: +2.50 Healing mod.: +16% A pair of boots made of leather. |
Shinevile (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+7 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 light Changes resistances: +21% acid Changes damage: +6% light Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Dawnnull' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 20 light / 8 fire Changes resistances: +6% fire Changes resistances penetration: +10% light Changes damage: +9% light Maximum encumbrance: +25 Physical save: +7 (+4 eff.) Light radius: +1 A pair of boots made of leather. |
pair of iron boots 'Lisalrawyn' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 acid Changes stats: +2 Cun / +1 Wil Changes resistances: +6% acid / +5% fire / +6% cold Light radius: +3 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 'Morningsage' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Str / +2 Con Changes resistances: +6% fire / +9% light / +5% cold Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Getastir' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun Changes resistances penetration: +10% arcane A pair of boots made of leather. |
Betyldasewe (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +6% acid / +12% lightning Changes resistances penetration: +10% physical Changes damage: +4% acid Critical mult.: +6.00% Stun/Freeze immunity: +5% Maximum life: +30.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Jetkarma the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -6% Damage (Melee): 6 lightning Changes stats: +1 Cun / +2 Str Changes resistances: +5% lightning Changes damage: +4% lightning Grants telepathy: Dragon Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olatar the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+6 eff.) Armour: +2 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 22 mind / 10 darkness Changes stats: +3 Dex Mental save: -15 (-5 eff.) Only die when reaching: -80.00 life Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Brightbile' (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +2 Damage (Melee): 6 mind / 10 cold Damage when hit (Melee): 4 light Changes stats: +3 Dex Changes resistances: +5% cold / +6% mind / +6% temporal Changes damage: +3% mind / +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Managadig' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Damage when hit (Melee): 4 mind Changes stats: +5 Str / +1 Dex Changes resistances: +6% nature Changes damage: +3% nature Maximum hate: +6.00 Mental crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Glanor' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Cun Changes damage: +3% mind Mental save: +6 (+2 eff.) Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Gloruba' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes stats: +6 Str / +1 Wil / +3 Cun Changes resistances: +6% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bikalthokor the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Physical power: +10 (+5 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 22 physical Changes stats: +6 Str / +4 Dex / +4 Cun / +4 Con Critical mult.: +3.00% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.4 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent 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: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 25.62 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Lorandur the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Wil Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Mental save: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% See invisible: +6 A pointy cloth hat, very wizardly... |
Relgykaltholeg the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +17% lightning / +6% temporal / +6% mind Mental save: +6 (+2 eff.) Cut immunity: +15% Disarm immunity: +5% Stun/Freeze immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rhalehell (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Mental save: +12 (+4 eff.) Disease immunity: +10% Disarm immunity: +5% Vim when firing critical spell: +2.00 A pointy cloth hat, very wizardly... |
Sparkwrack (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +3 Wil Changes resistances: +3% lightning Changes damage: +3% light Physical save: +6 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Arugatha' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +5 Mag / +4 Wil / +3 Cun Changes resistances: +8% lightning / +8% temporal Changes damage: +6% mind Light radius: +3 A pointy cloth hat, very wizardly... |
iron helm 'Ivebeth' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +1 Cun / +2 Con Changes resistances: +12% cold / +3% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Zubemima' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +9% mind / +3% light Physical save: +3 (+2 eff.) Poison immunity: +10% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Con / +2 Mag Changes damage: +7% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
230 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. |
2 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Dairithad' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature / +6% temporal Changes damage: +7% nature / +12% arcane Mana when firing critical spell: +5.00 Maximum mana: +80.00 Spell crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
MucusladyInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +5 Dex Changes resistances penetration: +5% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) Light radius: +5 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (103 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 225] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam dealing 72.85 to 145.70 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Dayream the ash totem of thorny skin [power 29] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +9 Str Maximum wards: +2 acid / +2 nature / +3 light Talent granted: +1 Ward Physical save: +42 (+20 eff.) It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Starward [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes resistances: +3% nature Changes damage: +30% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Bethulaith [power 121] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Mag Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward Disarm immunity: +25% Confusion immunity: +20% Only die when reaching: -80.00 life It can be used to creates a wall of flames lasting 4 turns (dealing 99 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 355] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 178 to 355, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MaCorGicNac the Cornac Archmage level 12
10th Dusk 122nd year of Ascendancy at 18:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By MaCorGicNac the Cornac Archmage level 24
2nd Decay 122nd year of Ascendancy at 11:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MaCorGicNac the Cornac Archmage level 10
8th Flare 122nd year of Ascendancy at 06:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MaCorGicNac the Cornac Archmage level 20
55th Haze 122nd year of Ascendancy at 23:47 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MaCorGicNac the Cornac Archmage level 19
50th Dusk 122nd year of Ascendancy at 22:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MaCorGicNac the Cornac Archmage level 7
3rd Flare 122nd year of Ascendancy at 22:01 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By MaCorGicNac the Cornac Archmage level 26
5th Decay 122nd year of Ascendancy at 00:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By MaCorGicNac the Cornac Archmage level 27
4th Allure 123rd year of Ascendancy at 05:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MaCorGicNac the Cornac Archmage level 18
43rd Dusk 122nd year of Ascendancy at 05:05 see stats
Log
The fabric of time around MaCorGicNac returns to normal.
Rested for 47 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
You pickup 0.60 gold pieces.
MaCorGicNac picks up (M.): Zeroran (122% power, 2 apr).
MaCorGicNac picks up ( .): 43 alchemist agate.
MaCorGicNac picks up (g.): wild infusion (resist 19%; cure magical).
Ran for 9 turns (stop reason: hostile spotted to the west (Xerorena the bone giant)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Xerorena the bone giant)).
MaCorGicNac casts Manathrust.
MaCorGicNac's spell attains critical power!
Xerorena the bone giant shrugs off the critical damage!
MaCorGicNac hits Xerorena the bone giant for 165 arcane damage.
Xerorena the bone giant uses Shadow Shot.
Xerorena the bone giant uses Steady Shot.
MaCorGicNac casts Flame.
MaCorGicNac's spell attains critical power!
Xerorena the bone giant shrugs off the critical damage!
Xerorena the bone giant is on fire!
MaCorGicNac hits Xerorena the bone giant for 113 fire damage.
MaCorGicNac is surrounded by a thick smoke.
MaCorGicNac is poisoned!
Venomous Ammunition hits MaCorGicNac for 32 nature damage.
Xerorena the bone giant's Shadow Shot hits MaCorGicNac for 272 physical, 19 lightning, 6 darkness (298 total damage).
Numbing Poison from Xerorena the bone giant hits MaCorGicNac for 32 nature damage.
Saving game...




















































































































