











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 24 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Salamina the corrupted mastocytic feeder at level 24 on the 1st Shortage 122nd year of Ascendancy at 19:35 / 1 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 10 (base 12) |
| Constitution | 9 (base 12) |
| Magic | 31 (base 44) |
| Willpower | 10 (base 12) |
| Cunning | 39 (base 49) |
Resources
| Mana | 36/281 |
| Equilibrium | 10 |
| Insanity | 100/100 |
| Life | -53/539 |
| Positive | 12/119 |
| Paradox | 312 |
| Psi | 100/100 |
| Healing Factor | 1.4216201117319 |
| Regeneration | 94.58038603352 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -42% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Barehand
| Damage | 31 |
| Accuracy | 52 |
| Crit Chance | 0% |
| APR | 9 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +31% |
| Physical | +19% |
| Mind | +21% |
| All | +6% |
| Darkness | +21% |
| Light | +21% |
| Cold | +11% |
| Fire | +29% |
| Nature | +21% |
Offense: Damage Penetration
| Fire | +15% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 68.572811275764 (100%) |
| Defense | 0 |
| Ranged Defense | 9 |
| Fatigue | 25 |
| Physical Save | 36 |
| Spell Save | 41 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 39%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Silence Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 322 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Mitosis |
| talent | Weapon Folding |
| talent | Beyond the Flesh |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target has 30 reduced saves and defense, 15% reduced critical chance, and 3% chance to fail talent use. 10 Jinx |
| detrimental effect | Huge cut that bleeds, doing 13.54 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | A flow of life spins around the target, regenerating 64.48 life per turn. Regeneration |
| detrimental effect | The target is doomed to madness. All talent cooldowns are increased by 41%. Prophecy of Madness |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 31%. Scoundrel's Strategies |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 5.75 darkness and 5.75 temporal damage each turn. Entropic Gift |
| beneficial effect | The target's skin turns to stone, granting 7 armour, 12 physical save and 12 spell save. Dwarven Resilience |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is being driven mad by the void, taking 46.51 darkness damage per turn and reducing all powers by 30. Dark Whispers |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
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 Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * You've found the needed orc heart. * '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 green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. | 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 within20 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
| Psionic focus | elm magestaff 'Viperburst' (10-12 power, 2 apr, fire element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 nature When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +9% cold / +3% light / +3% temporal Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spell save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| Quiver | pouch of steel shots 'Ce'Nomira' (13/13, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 On weapon hit: * 20% chance to cause random gloom Damage (Ranged): +12 blight / +8 fire Burst (radius 1) on hit: +4 blight / +12 fire Burst (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. |
| Light source | Tuloregorn the ShimmerprideInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Wil Changes resistances: +6% lightning Changes damage: +6% mind Light radius: +3 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 | Barkwing (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +3 (+2 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +9 Str / +3 Con Changes resistances penetration: +20% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Gorabers the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +2 Dex Changes resistances: +2% physical / +6% fire Changes damage: +6% all Critical mult.: +9.00% Life regen: +0.80 Maximum life: +50.00 Spellpower: +6 (+3 eff.) Mindpower: +8 (+6 eff.) Rings can have magical properties. |
| On fingers | Arthesahek the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +2.0% Defense: +9 (+1 eff.) Ranged Defense: +9 (+9 eff.) Changes stats: +4 Str / +2 Dex Silence immunity: +24% Stamina each turn: +0.40 Mana each turn: +0.15 Rings can have magical properties. |
| Around 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. |
| Main armor | Blindseam the dwarven-steel plate armour (5 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+6 eff.) Armour: +17 Defense: +5 (+0 eff.) Fatigue: +19% Changes stats: +5 Str / +6 Mag / +5 Wil Changes resistances: +13% lightning / +7% arcane / +9% light Changes resistances penetration: +5% nature Changes damage: +15% light Physical save: +7 (+4 eff.) Spell save: +15 (+5 eff.) Spellpower: +13 (+6 eff.) Spell crit. chance: +6% Mindpower: +13 (+9 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
| On feet | Hellnull the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +3 Cun Changes resistances penetration: +15% fire Changes damage: +9% mind Critical mult.: +10.00% Psi when hit: +0.04 Maximum psi: +10.00 Infravision radius: +2 A pair of boots made of leather. |
| On hands | Ivomina the hardened leather gloves (0 def, 10 armour)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 7 cold / 7 fire / 8 physical Changes resistances: +7% fire / +5% cold Changes damage: +6% physical / +5% cold / +4% fire Grants telepathy: Demon/Minor Demon/Major Mindpower: +2 (+2 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 1) on hit: +9 physical Burst (radius 2) on crit: +6 ice / +7 physical / +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Muckmortal (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Cun / +2 Dex Changes resistances: +10% blight / +12% fire / +15% nature / +12% light Changes damage: +15% nature Stealth bonus: +7 Life regen: +1.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SamyrekPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +7 (+3 eff.) Armour: +6 Changes stats: +2 Dex / +3 Mag Changes damage: +10% blight / +9% fire / +7% physical Critical mult.: +13.00% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +43.00 Spellpower: +13 (+6 eff.) Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.heat beam rune of the wizard (79 fire damage) 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: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 79.30 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
Adenne the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Changes resistances: +6% acid / +15% cold Blindness immunity: +25% Cut immunity: +50% Silence immunity: +10% Stun/Freeze immunity: +10% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 153 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
BeikalthorigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +4 (+2 eff.) Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Changes stats: +3 Cun / +3 Str Changes resistances penetration: +10% acid Amulets can have magical properties. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Isserion the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +4 Str / +4 Mag / +6 Wil Changes resistances: +12% cold / +12% fire Amulets can have magical properties. |
copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
steel amulet 'Boltwaker'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +5% arcane Changes damage: +12% lightning / +6% physical / +12% arcane Combat speed: +10% Amulets can have magical properties. |
Alymnir the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +10% blight Blindness immunity: +29% Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Infravision radius: +4 See stealth: +7 See invisible: +9 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 9 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Coaltitan'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to blind Changes stats: +5 Wil / +5 Mag Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness Spellpower: +7 (+3 eff.) Light radius: +2 Rings can have magical properties. |
copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Dradan the Noonlace (16-24 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +12 ice When wielded/worn: Armour penetration: +3 Armour: +10 Changes stats: +6 Con Changes resistances: +6% light Changes resistances penetration: +9% cold Changes damage: +12% light Stamina each turn: +0.80 Maximum life: +20.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Manarab the Ebonycrack (18-28.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness / +9 temporal Burst (radius 1) on hit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances: +10% temporal Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +12% temporal Massive two-handed swords. |
Unlightbone of the Blightspawn (35-56 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 3). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +17 nature / +10 temporal When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 temporal Changes resistances penetration: +5% light / +12% physical Talent on hit(spell): Netherblast (20% chance level 3). Massive two-handed swords. |
Darkward of the Blightspawn (31-37.2 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 15 arcane Changes stats: +12 Dex / -12 Mag Changes resistances penetration: +5% acid Changes damage: +31% temporal Talent granted: +1 Command Staff Maximum mana: +54.00 Spellpower: +35 (+14 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Flarerune (10-12 power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid / +8 fire When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +9% fire Changes damage: +10% blight / +21% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm magestaff 'Isliwen' (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Armour penetration: +1 Changes resistances: +6% nature Changes damage: +10% lightning / +18% physical Talent granted: +1 Command Staff Critical mult.: +9.00% Poison immunity: +15% Disease immunity: +10% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm vilestaff 'Ravenreeve' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 darkness Burst (radius 2) on crit: +24 darkness When wielded/worn: Armour: +4 Armour Hardiness: +4% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +3% darkness Changes resistances penetration: +15% acid Changes damage: +6% acid / +10% fire Talent granted: +1 Command Staff Physical save: +3 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.iron waraxe 'Ereleruidar' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+0 eff.) Changes resistances: +5% arcane / +3% blight Changes damage: +15% arcane Disarm immunity: +24% One-handed war axes. |
BarkonslaughtInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +2 Wil / +3 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +12% nature A belt that goes around your waist. |
CyravenaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Damage when hit (Melee): 12 acid Changes resistances: +15% acid Changes damage: +18% blight Critical mult.: +15.00% It can be used to create a temporary shield that absorbs 185 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Polytha the StrikesorrowInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Con Changes resistances penetration: +25% lightning / +10% acid Changes damage: +9% lightning Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Griniduchik the Glowsever (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% acid / +3% nature / +9% light Changes damage: +12% light Spell save: +3 (+1 eff.) Maximum life: +30.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrebait 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.) Effects on melee hit: * 10% chance to disease * 30% chance to blind Damage when hit (Melee): 4 blight Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +5% blight Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neryldalaith (16 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +16 (+8 eff.) Changes stats: +2 Cun Changes resistances: +16% fire / +15% light / +13% cold Changes resistances penetration: +20% mind Critical mult.: +5.00% Stealth bonus: +8 Physical save: +8 (+4 eff.) Maximum hate: +4.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazebone' (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: +1 Wil / +1 Mag Changes resistances penetration: +5% blight Changes damage: +6% fire Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Smolderripper' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Dex / +6 Cun / +1 Con Changes resistances: +12% cold Changes damage: +9% fire 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. |
Rags of the Sanctuary of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +6% all Spellpower: +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.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 (+4 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 (+6 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 10.14 to 12.68 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. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Tulydas' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Cun / +4 Mag Changes resistances: +19% acid Changes resistances penetration: +15% acid Changes damage: +13% acid Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nuretta (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +10% mind Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Mindpower: +6 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Gloreta the pair of rough leather boots (9 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +1% Changes resistances: +6% lightning / +5% arcane Reduces incoming crit damage: 15.00% Physical save: +20 (+8 eff.) Mental save: +30 (+11 eff.) Blindness immunity: +10% Disarm immunity: +20% Infravision radius: +2 A pair of boots made of leather. |
Jetwish 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: +2% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Cun / +2 Con Changes resistances: +20% darkness Changes damage: +9% darkness Physical save: +13 (+6 eff.) Mental save: +12 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of iron boots 'Gliyaba' (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% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes resistances: +12% mind / +3% blight Changes resistances penetration: +20% blight Changes damage: +15% mind / +3% blight Maximum encumbrance: +25 Physical save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningraven the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +5% mind / +3% lightning Changes resistances penetration: +20% fire Changes damage: +15% lightning / +6% fire / +4% mind When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Burst (radius 2) on crit: +4 lightning / +4 fire / +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.iron gauntlets 'Glikira' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical power: +12 (+5 eff.) Armour: +1 Damage (Melee): 7 acid Changes stats: +2 Con Changes resistances: +6% acid / +4% physical Changes damage: +4% acid Physical save: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 1). Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Poxtouch' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes stats: +1 Con / +4 Wil Changes resistances: +5% light Changes damage: +3% light / +6% nature Infravision radius: +2 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% On weapon hit: * 6% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Scorpionrock' (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: +1% Changes resistances: +8% cold Changes resistances penetration: +20% nature Changes damage: +12% nature Allows you to breathe in: water Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Thunderviper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag Changes resistances: +18% lightning / +5% temporal Changes damage: +3% lightning A pointy cloth hat, very wizardly... |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
654 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. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirerim the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Critical mult.: +15.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Light radius: +4 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.defiled ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +8.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 53 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. |
14 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Snaek the Dwarf Adventurer level 19
10th Loss 122nd year of Ascendancy at 14:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Snaek the Dwarf Adventurer level 17
34th Dearth 122nd year of Ascendancy at 00:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Snaek the Dwarf Adventurer level 20
21st Loss 122nd year of Ascendancy at 03:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Snaek the Dwarf Adventurer level 10
8th Profit 122nd year of Ascendancy at 10:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Snaek the Dwarf Adventurer level 20
10th Loss 122nd year of Ascendancy at 17:30 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Snaek the Dwarf Adventurer level 16
4th Wealth 122nd year of Ascendancy at 16:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Snaek the Dwarf Adventurer level 6
1st Profit 122nd year of Ascendancy at 12:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Snaek the Dwarf Adventurer level 16
37th Profit 122nd year of Ascendancy at 16:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Snaek the Dwarf Adventurer level 21
22nd Loss 122nd year of Ascendancy at 06:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Snaek the Dwarf Adventurer level 13
18th Profit 122nd year of Ascendancy at 15:31 see stats
Log
Salamina the corrupted mastocytic feeder's Reality Fracture hits Snaek for 9 temporal, 10 darkness (19 total damage).
Snaek shares damage with his oozes!
Snaek's Beyond the Flesh hits Eiliniyarebeth the corrupted protoplasmic controller for 1 physical, 2 nature, 8 fire, 9 physical, 4 cold, 12 temporal, 1 darkness, 2 fire, 3 physical, 1 cold, 3 temporal (45 total damage).
Snaek hits Eiliniyarebeth the corrupted protoplasmic controller for 3 fire, 1 fire (4 total damage).
Entropic Gift from Salamina the corrupted mastocytic feeder hits Snaek for 2 temporal, 3 darkness (5 total damage).
Salamina the corrupted mastocytic feeder's Netherblast hits Snaek for 102 temporal, 47 darkness (149 total damage).
Dark Whispers from Salamina the corrupted mastocytic feeder hits Snaek for 22 darkness damage.
Eiliniyarebeth the corrupted protoplasmic controller hits Snaek for 2 light, 2 light (4 total damage).
Bleeding from Zubovena the corrupted mastocytic feeder hits Snaek for 4 physical damage.
Zubovena the corrupted mastocytic feeder slows down.
Snaek breathes sand!
Zubovena the corrupted mastocytic feeder resists the sandstorm!
Bloated ooze resists the sandstorm!
Zubovena the corrupted mastocytic feeder is on fire!
Bloated ooze is on fire!
Bloated ooze is poisoned with blight!
Snaek shrugs off the effect 'Blight Poison'!
Bloated ooze is poisoned with blight!
Snaek shares damage with his oozes!
Zubovena the corrupted mastocytic feeder shares damage with his oozes!
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 13 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Zubovena the corrupted mastocytic feeder for 4 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Snaek for 5 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Eiliniyarebeth the corrupted protoplasmic controller for 13 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 11 blight damage.
Snaek hits Bloated ooze for 4 fire damage.
Snaek hits Zubovena the corrupted mastocytic feeder for (23 parried), 1 physical, 2 fire, 2 physical, 1 cold, 3 temporal, 15 physical, 2 physical, 1 fire, 2 darkness, 1 fire, 1 physical, 1 cold, 2 temporal, 1 fire, 3 fire (37 total damage).
Snaek hits Bloated ooze for 42 physical, 3 physical, 6 fire (51 total damage).
Saving game...




































































































