










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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". 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 | Halfling |
| Class | Archer |
| Level / Exp | 20 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Salewen the midge swarm at level 20 on the 6th Allure 123rd year of Ascendancy at 09:03 / 1 |
Primary Stats
| Strength | 64 (base 46) |
| Dexterity | 40 (base 25) |
| Constitution | 13 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 51 (base 28) |
Resources
| Life | -128/477 |
| Stamina | 24/154 |
| Healing Factor | 1.3245901639344 |
| Regeneration | 94.906885245896 |
Speed
| Mental | +23.333333333333% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +123.01803302227% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 33.891010379467 |
| See Invisible | 42.891010379467 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 51 |
| Crit Chance | 59% |
| APR | 22 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +41% |
| Cold | +13% |
| Physical | +16% |
| Mind | +10% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +35% |
| Light | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 7 (57.811550151976%) |
| Defense | 43 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 47 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Lightning | + 42%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| beneficial effect | The target's luck and cunning combine to grant it 38% higher critical chance and 38 saves. Halflings's Luck |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| beneficial effect | A flow of life spins around the target, regenerating 68.40 life per turn. Regeneration |
| beneficial effect | Increases attack speed by 23%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases global action speed by 23%. Speed |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
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 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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 orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within3 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 | pair of iron boots 'Unlightcast' (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% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +2 Con Changes resistances: +9% darkness Changes resistances penetration: +15% lightning / +5% darkness Changes damage: +6% lightning Physical save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Nymnir (103/103, 140% power, 16 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 140% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +1.5% Capacity: 103 Turns elapse between self-loadings: 0 Damage (Ranged): +12 blight / +11 darkness / +12 mind Burst (radius 1) on hit: +8 mind Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Morningoozer'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances penetration: +20% light Light radius: +5 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 | Corruptionbore the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +7 Str / +6 Dex Changes resistances: +9% nature Changes damage: +6% nature Healing mod.: +15% A cap made of leather. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +6 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +5 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | copper ring 'Galirath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes resistances: +6% blight / +6% acid Maximum encumbrance: +22 Spell save: +9 (+3 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Stormquell'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Str Changes resistances penetration: +20% lightning Spell save: +6 (+2 eff.) Healing mod.: +15% Size category: +1 A belt that goes around your waist. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 2/8) : Effective talent level: 2.6 Power cost: 8 out of 2/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 50% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Betheyamina the iron gauntlets (3 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +12% lightning / +12% fire Confusion immunity: +15% Knockback immunity: +10% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 56% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | woollen robe 'Growdream' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +30% lightning / +11% cold / +3% nature Changes damage: +25% lightning / +11% physical / +13% cold Spell save: +10 (+3 eff.) Maximum vim: +20.00 Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Heatidol the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Cun / +2 Str Physical save: +6 (+2 eff.) See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Flowerbile the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +12% mind / +10% physical Reduces incoming crit damage: 15.00% Mental save: +20 (+6 eff.) Cut immunity: +20% Stamina each turn: +0.40 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: 13 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. |
movement infusion of the psychic (379% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 379% 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 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 238 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 238 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. |
wild infusion of the sneak (resist 16%; 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: 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 mental 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 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. |
wild infusion of the titan (resist 16%; cure physical)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 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 16; 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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 10; power 26; 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 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 warrior (range 10; power 30; 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. 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. |
phase door rune of the wizard (range 7; power 21; 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
shielding rune of the titan (absorb 215 for 4 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 215 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 71)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 86)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Siloba the BlindwormInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% mind / +9% light Changes resistances penetration: +25% mind Confusion immunity: +24% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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 (+3 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... |
clarifying gold amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +22% Teleport immunity: +50% It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Blindness immunity: +21% Amulets can have magical properties. |
steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
BokusadilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +3% blight / +20% cold Changes damage: +10% cold Silence immunity: +5% Rings can have magical properties. |
GunukanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% cold / +26% nature / +9% darkness Changes resistances penetration: +5% acid Changes damage: +10% nature Rings can have magical properties. |
copper ring 'Layita'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature / +3% mind Critical mult.: +5.00% Equilibrium when hit: +0.16 Mental crit. chance: +2% Rings can have magical properties. |
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: +6 See invisible: +6 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
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 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
warrior's copper ring of fire (+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% fire Changes damage: +10% fire Rings can have magical properties. |
warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
ChamiruivonRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 Travel speed: +200% When wielded/worn: Physical power: +9 (+3 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +6% nature Spell save: +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
mighty yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +11.0% Physical power: +11 (+4 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
cured leather sling 'Oozekiller'Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 40% Damage (Ranged): +9 fire When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +7% fire Changes damage: +12% nature Critical mult.: +10.00% Mental save: +6 (+2 eff.) Mindpower: +4 (+2 eff.) Global speed: +2% Slings are used to hurl stones or metal shots at your foes. |
Bleakspitter the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 12 mind Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Changes damage: +9% darkness Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
Festervengeance the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +6% temporal Changes resistances penetration: +20% nature Mental crit. chance: +10% 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. |
Glimmerreek the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Cun / +4 Mag Spell save: +6 (+2 eff.) Light radius: +3 Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
Ivota the CobrabearerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +3% nature Maximum encumbrance: +21 Healing mod.: +10% A belt that goes around your waist. |
MoldidolInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% mind Changes damage: +12% nature Hate when firing a critical mind attack: +3.00 Maximum life: +30.00 A belt that goes around your waist. |
insulating rough leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +6% cold / +6% fire It can be used to create a temporary shield that absorbs 209 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
Emyranor (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil / +2 Mag Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Maximum hate: +6.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightsin the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light / 8 lightning Changes stats: +2 Cun / +1 Dex Changes resistances: +6% light / +9% lightning Changes resistances penetration: +10% light Changes damage: +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uletodan the Glowzephyr (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +5% light Changes damage: +12% temporal Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Burnbreacher (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes resistances: +9% fire / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +11% arcane Maximum mana: +29.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Porilaith the woollen robe (6 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +11% blight / +18% cold / +18% acid Changes damage: +12% acid / +12% cold Physical save: +30 (+10 eff.) Life regen: +2.30 Maximum life: +46.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe 'Cyrebeth' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +5 Wil / +5 Mag Changes resistances: +9% blight / +3% fire / +9% temporal Silence immunity: +5% Mana each turn: +0.13 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Lelorin' (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +2 Defense: +3 (+1 eff.) Changes stats: +5 Str Changes resistances penetration: +5% physical Physical save: +16 (+6 eff.) Stamina each turn: +0.80 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandveil the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 12 mind Changes resistances: +3% mind / +6% fire Changes resistances penetration: +5% mind Changes damage: +6% mind / +9% fire Silence immunity: +24% Confusion immunity: +23% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gysevena the pair of hardened leather boots (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): 12 acid Changes resistances: +6% blight / +7% fire / +5% cold Reduces incoming crit damage: 15.00% Knockback immunity: +15% Only die when reaching: -60.00 life A pair of boots made of leather. |
Relgurig the pair of iron boots (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: -3% Damage when hit (Melee): 8 temporal Changes resistances: +3% temporal Changes resistances penetration: +25% temporal Changes damage: +15% mind Maximum encumbrance: +26 Physical save: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tarryrand the pair of iron boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes stats: +2 Wil / +2 Mag Changes resistances: +6% nature / +5% arcane Confusion immunity: +5% Stun/Freeze immunity: +30% Mana each turn: +0.16 Maximum mana: +24.00 Spell crit. chance: +2% 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 'Elobeth' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +5 Wil / +6 Lck Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +6 A pair of boots made of leather. |
pair of rough leather boots 'Erydomadan' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% fire / +6% nature / +3% light Blindness immunity: +15% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Velaba the iron gauntlets (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 lightning Changes stats: +2 Wil / +4 Cun / +2 Con Changes resistances: +6% lightning Changes damage: +4% lightning Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Beloda the Nightbreak (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Con Changes resistances: +15% mind / +3% darkness Changes damage: +6% darkness / +9% mind A cap made of leather. |
Chargeglean the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature / +3% fire Changes resistances penetration: +15% lightning Changes damage: +11% nature Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Pinning immunity: +15% A pointy cloth hat, very wizardly... |
Gloruwen the Blindwitch (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +4 Wil / +4 Mag Changes resistances: +12% mind / +3% nature / +3% light Changes damage: +12% mind Spellpower: +4 (+2 eff.) Infravision radius: +5 See stealth: +10 See invisible: +11 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 19%, and attempts to push all creatures other than yourself out of its radius, inflicting 3.78 light damage and 3.78 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Harudomas the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +6% blight / +6% lightning Changes damage: +11% arcane Cut immunity: +30% Maximum life: +20.00 Maximum mana: +15.00 A pointy cloth hat, very wizardly... |
Splendourkiss (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 light Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% light Changes damage: +3% light / +6% mind Light radius: +3 A pointy cloth hat, very wizardly... |
Starblack (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 light Changes resistances: +12% light Changes resistances penetration: +10% light / +10% fire Changes damage: +6% fire Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Light radius: +2 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Lavatickler' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +10% arcane / +10% fire Changes damage: +18% arcane Critical mult.: +10.00% Life regen: +3.20 Vim when firing critical spell: +2.00 Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
iron helm 'Glimmerhunger' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex Changes resistances penetration: +15% light / +10% mind Changes damage: +6% light Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ce'Nudhessra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +8 Str / +2 Mag Stamina each turn: +0.60 Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 191.6 Physical damage. If the attack hits, the target is confused (39% 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 cap made of leather. |
rough leather cap 'Halogorn' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +14% cold / +5% arcane / +3% temporal Allows you to breathe in: water Blindness immunity: +5% Knockback immunity: +10% A cap made of leather. |
rough leather cap 'Porekira' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun Changes resistances: +11% light / +11% darkness Critical mult.: +20.00% Mindpower: +2 (+1 eff.) A cap made of leather. |
rough leather cap 'Xanytta' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 arcane / 4 blight Changes stats: +3 Dex Changes resistances: +11% darkness Changes damage: +6% arcane Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +3 A cap made of leather. |
Thundermortal (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 11 physical Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning A suit of armour made of leather. |
rough leather armour of the void (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 darkness Damage (Ranged): 5 darkness Changes resistances: +11% darkness / +10% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
Murkparry the quiver of elm arrows (19/19, 102% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 102% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Ranged): +16 nature Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows (21/21, 144% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 145% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +8 darkness Damage against: +12% Living Arrows are used with bows to pierce your foes to death. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
GlimmersearPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% blight / +7% darkness / +15% mind Changes damage: +6% light / +6% mind Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 15 blight damage or heals 23 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A 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 (77 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +42.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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 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 (2/2)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 182 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. |
Blazerend (24/24, 114% power, 2 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 114% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.0% Capacity: 24 On weapon hit: * 40% chance to blind Travel speed: +200% Damage (Ranged): +9 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
Vorekira [power 9] (13/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Cun / +1 Con Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvunn [power 9] (13/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% nature / +12% cold Cut immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +15% Maximum vim: +6.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
ash wand of conjuration 'Givea' [power 163] (13/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +6% mind It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Attila'De HUN the Halfling Archer level 17
4th Haze 122nd year of Ascendancy at 01:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Attila'De HUN the Halfling Archer level 10
28th Dusk 122nd year of Ascendancy at 02:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Attila'De HUN the Halfling Archer level 20
79th Haze 122nd year of Ascendancy at 01:06 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Attila'De HUN the Halfling Archer level 13
40th Dusk 122nd year of Ascendancy at 14:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Attila'De HUN the Halfling Archer level 6
3rd Flare 122nd year of Ascendancy at 10:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Attila'De HUN the Halfling Archer level 6
7th Flare 122nd year of Ascendancy at 02:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Attila'De HUN the Halfling Archer level 16
58th Dusk 122nd year of Ascendancy at 01:43 see stats
Log
Attila'De HUN uses Infusion: Regeneration.
Attila'De HUN starts regenerating health quickly.
Attila'De HUN hits Salewen the midge swarm for 18 light, 11 fire, 4 nature, 4 physical, 7 darkness (44 total damage).
Salewen the midge swarm hits Attila'De HUN for 77 physical, 0 arcane (77 total damage).
Talent Steady Shot is ready to use.
Attila'De HUN receives 26 healing.
Attila'De HUN hits Salewen the midge swarm for 18 light, 11 fire, 4 nature, 4 physical, 7 darkness (44 total damage).
Salewen the midge swarm hits Attila'De HUN for 67 physical, 0 arcane (67 total damage).
Salewen the midge swarm regains their energy.
Xeruda the giant lightning ant stops bleeding.
Xeruda the giant lightning ant receives 38 healing.
Attila'De HUN uses Steady Shot.
Salewen the midge swarm speeds up.
Salewen the midge swarm uses Block.
Salewen the midge swarm slows down.
Attila'De HUN's Steady Shot performs a ranged critical strike against Salewen the midge swarm!
Salewen the midge swarm shrugs off the critical damage!
Salewen the midge swarm resists the mind attack!
Salewen the midge swarm resists the mind attack!
Attila'De HUN's Steady Shot hits Xeruda the giant lightning ant for 9 mind damage.
Attila'De HUN's Steady Shot hits Salewen the midge swarm for (126 blocked), 0 physical, 10 darkness, 11 blight, 6 mind, (1 blocked), 0 physical, 4 mind (31 total damage).
Attila'De HUN uses Headshot.
Salewen the midge swarm speeds up.
Salewen the midge swarm slows down.
Salewen the midge swarm performs a melee critical strike against Attila'De HUN!
Attila'De HUN reacts to an attack from Salewen the midge swarm, mitigating the blow!.
Saving game...































































































