











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! 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:
Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Doomelf |
| Class | Paradox Mage |
| Level / Exp | 31 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 78 (base 60) |
| Willpower | 87 (base 60) |
| Cunning | 15 (base 10) |
Resources
| Life | 795/795 |
| Paradox | 300 |
| Healing Factor | 1.2437499999999 |
| Regeneration | 3.9178124999997 |
Speed
| Mental | -1.4055423491754E-11% |
| Attack | -1.4055423491754E-11% |
| Movement | +4.0412118096356E-12% |
| Spell | -1.4055423491754E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 13 |
| Crit Chance | 6% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 8% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 2% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Physical | +6% |
| Acid | +16% |
| Mind | +26% |
| Temporal | +54% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +25% |
| Temporal | +15% |
| Mind | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 57.01666438275 (74.117647058824%) |
| Defense | 27 |
| Ranged Defense | 30 |
| Fatigue | 17 |
| Physical Save | 21 |
| Spell Save | 38 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 17%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Bleed Resistance | 57% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
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 mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 463 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 406% 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 Dexterity stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Reality Smearing |
| talent | Chant of Fortitude |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)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 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 115. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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 rough leather boots 'Adimina' (11 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% temporal Phasing +20% ----- def ----- Armour +1 Defense +11 (+5 eff.) Fatigue +1% Resists +12% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +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 | Obsidiancutter the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +6 Mag +4 Wil dps ---------- Dmg.mod +14% mind Res.pen +15% darkness ----- def ----- Defense +2 (+1 eff.) Resists +14% mind ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 64 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Brightnigh0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% light +20% mind On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -4% ---------- misc Max.enc +24 Light +3 Rings can have magical properties. |
| On fingers | Boryrab the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.pwr +6 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +16% acid ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +32% acid Max.HP +61.00 HP.reg +1.00 Heal.mod +15% Rings can have magical properties. |
| Around waist | grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +5% temporal Max.HP +30.00 A belt that goes around your waist. |
| In main hand | shimmering dragonbone starstaff of illumination (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal On Hit (Melee): * 12% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Mana/turn +0.17 Max.mana +30.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 88.36 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Woewalker (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +7 Wil +4 Con dps ---------- Melee+ 5 acid 5 cold 5 fire 5 lightning On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +6% temporal HP.reg +1.90 Disarm- +31% ---------- misc Stam/turn +0.50 Max.stam +17.00 Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Zydodan the iron plate armour (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 [Rare] Master While equipped: Stats +4 Dex +5 Mag +2 Wil +5 Con ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% acid A suit of armour made of metal plates. |
| Cloak | Weepvenom the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +1 Wil dps ---------- Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% nature Max.HP +31.00 ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Branolen the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% mind +12% temporal Res.pen +5% mind +5% temporal ----- def ----- Resists +10% lightning +10% light +12% cold +10% fire +10% darkness Blind- +21% Stun/Frz- +20% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 66)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 216)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+17 for 9 turns, die at -568)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -568 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+18 for 10 turns, die at -465)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -465 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (397% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 397% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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 (683% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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 (609% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (666% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 666% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (616% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 616% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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 272 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 397 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 8; power 61; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 13% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 24%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (159 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 158.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (67 acid damage; disarm 5 turns with power 29)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 67.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 29 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (155 cold damage; freeze 3 turns with power 57)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 154.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 57 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd 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 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 125 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 229 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Anerodin the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Acc +4 (+4 eff.) Apr +3 ----- def ----- Armour +4 Resists +15% light +12% darkness Heal.mod +20% Blind- +20% Amulets can have magical properties. |
Cyrywyn0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Spell.pwr +8 (+2 eff.) S.pwr/crit +2 Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +5% light +7% darkness On Melee Ret: * 6% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +0.30 ---------- misc Stam/turn +0.60 Max.mana +40.00 Masteries +0.16 Chronomancy/Timetravel Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Gorewitch the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +10 Mag +6 Cun +4 Con dps ---------- S.pwr/crit +5 Mov.spd +10% On Hit (Melee): * Slows global speed by 15% ----- def ----- Fatigue -6% Resists +3% nature +9% blight HP.reg +0.80 ---------- misc Stam/turn +0.70 Mana/turn +0.16 Max.mana +40.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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 copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
copper amulet of mastery (0.14 Chronomancy / Matter)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.14 Chronomancy/Matter Amulets can have magical properties. |
copper amulet of mastery (0.12 Chronomancy / Spacetime Folding)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Chronomancy/Spacetime Folding Amulets can have magical properties. |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets can have magical properties. |
gold amulet 'Umbrastreak'0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +6 Str +8 Dex +5 Wil dps ---------- Crit.mult +12.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% darkness +9% arcane Acc +7 (+6 eff.) Apr +11 On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Phys.save +15 (+8 eff.) Spell.save +30 (+11 eff.) Mind.save +14 (+5 eff.) Amulets can have magical properties. |
insulating steel amulet of mastery (0.17 Chronomancy / Energy)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% fire +10% cold ---------- misc Masteries +0.17 Chronomancy/Energy Amulets can have magical properties. |
stabilizing steel amulet of mastery (0.14 Chronomancy / Flux)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +27% Knockbk- +25% ---------- misc Masteries +0.14 Chronomancy/Flux Amulets can have magical properties. |
steel amulet 'Radiancehunger'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% light +12% darkness Res.pen +10% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ---------- misc Light +2 Amulets can have magical properties. |
steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
warrior's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Galejam the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness +9% lightning Acc +6 (+6 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +22% darkness HP.reg +1.00 Stun/Frz- +26% Rings can have magical properties. |
Viperbright the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +12% physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Resists +3% nature Phys.save +9 (+5 eff.) Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's copper ring of arcana(+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Silence- +22% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
mule's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -4% Resists +22% darkness ---------- misc Max.enc +21 Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +4 (+2 eff.) Rings can have magical properties. |
Flamebreak (105% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane Power 106% Range: 1.3x Uses 45% Dex, 45% Str Dmg Fire Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +7 blight +4 cold On Hit.r1 +4 fire On Hit: 10% Epidemic 2 On Hit: * 6% chance to disease While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% fire Melee Ret 12 blight ----- def ----- Disease- +14% ---------- misc Max.vim +20.00 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Belirevena the Voidwedge (114% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 114% Range: 1.5x Uses 120% Str Dmg Mind Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +10.0% Crit.mult +16.00% Res.pen +15% darkness Apr +10 ----- def ----- Resists +9% mind +9% darkness Massive two-handed mauls. |
Glitterfame the steel greatmaul (151% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 light While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% blight +6% lightning Mind.save +20 (+7 eff.) Die.at -20.00 life Teleport- +30% ---------- misc Light +3 Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Lightning Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +2 Str +6 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +8% lightning Opal: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
balanced iron greatmaul of vileness (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 117% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 blight On Hit: * 12% chance to disease While equipped: dps ---------- Acc +9 (+7 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed mauls. |
Singerace (142% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 143% Range: 1.6x Uses 120% Str Dmg Mind Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% mind +6% fire Melee Ret 20 mind ----- def ----- Resists +12% mind Massive two-handed swords. |
stralite greatsword of massacre (175% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
steel longsword (109% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
insidious iron mace of erosion (109% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +14 insidious poison +7 temporal +6 nature Blunt and deadly. |
Darktitan4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit.r1 +4 darkness On Crit.r2 +4 darkness While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +6% lightning +6% temporal +12% mind +6% light Confus- +20% Slings are used to hurl stones or metal shots at your foes. |
Umbraward (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 darkness On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +12% mind Melee Ret 8 mind 4 darkness ----- def ----- Resists +15% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing stralite waraxe of daylight (136% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 light +5 lightning Against +10% Undead On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
balanced dwarven-steel waraxe of phasing (119% power, 11 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +11 Crit +4.5% Atk.spd 100% Phasing +22% While equipped: dps ---------- Acc +7 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +35% One-handed war axes. |
chilling dwarven-steel waraxe of vileness (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight +10 cold On Hit: * 10% chance to disease One-handed war axes. |
flaming dwarven-steel waraxe of erosion (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Nature Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature +9 temporal On Hit.r1 +6 fire One-handed war axes. |
nightruned hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +7% light +7% darkness ---------- misc Max.enc +29 A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Tulydar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% acid Res.pen +10% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +15% cold +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of hardened leather boots of uncanny dodging (5 def, 8 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
polar rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +11 (+8 eff.) ----- def ----- Armour +1 Resists +6% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.70 Mana/ret +1.60 Max.mana +48.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
insulating cashmere wizard hat of frost (+26%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +2 (+1 eff.) Resists +7% fire +26% cold A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% light +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ichorfoe the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +12% light Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% acid ---------- misc Light +3 A suit of armour made of leather. |
prismatic hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +15% cold +12% light +13% darkness A suit of armour made of leather. |
reinforced leather armour of fire resistance (4 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +17% fire A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
prismatic iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% acid +11% light +11% darkness A suit of armour made of metal plates. |
Ce'Nagann (6 def, 2 armour, 42.5 block)7.0 T2 shield armor Reqs Str 16 [Rare] Disrupt While equipped: Stats +4 Str +3 Wil +7 Cun +4 Con dps ---------- On Melee Ret: * 19% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +9% acid +10% nature ---------- misc See.Invis +12 Telepathy Demon/Minor Demon/Major Talents +2 Block Handheld deflection devices. |
coruscating steel shield (6 def, 2 armour, 41 block)7.0 T2 shield armor Reqs Str 16 [Ego+] Arcane While equipped: Stats +2 Str dps ---------- Melee Ret 13 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% fire ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of elven-wood arrows 'Muckhue' (21/21, 153% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +14 Apr +14 Crit +2.5% Capacity 21 Ranged+ +31 blight +4 nature On Hit.r1 +4 temporal On Crit.r2 +8 temporal On Hit: 10% Epidemic 4 On Hit: * 23% chance to disease * Slows global speed by 20% * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
138 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
Arelrath the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Crit.mult +3.00% Dmg.mod +3% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =keep=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
psionic dwarven-steel torque of psychoportation [power 34] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 34) Puts all charms on 30 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Valeyard the Doomelf Paradox Mage level 28
26th Pyre 123rd year of Ascendancy at 00:37 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Valeyard the Doomelf Paradox Mage level 20
12nd Regrowth 123rd year of Ascendancy at 22:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Valeyard the Doomelf Paradox Mage level 10
25th Dusk 122nd year of Ascendancy at 14:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Valeyard the Doomelf Paradox Mage level 21
32nd Regrowth 123rd year of Ascendancy at 12:05 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Valeyard the Doomelf Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 16:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Valeyard the Doomelf Paradox Mage level 28
25th Pyre 123rd year of Ascendancy at 22:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Valeyard the Doomelf Paradox Mage level 10
25th Dusk 122nd year of Ascendancy at 14:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Valeyard the Doomelf Paradox Mage level 20
11st Regrowth 123rd year of Ascendancy at 21:27 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Valeyard the Doomelf Paradox Mage level 30
68th Pyre 123rd year of Ascendancy at 15:04 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Valeyard the Doomelf Paradox Mage level 28
26th Pyre 123rd year of Ascendancy at 00:37 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Valeyard the Doomelf Paradox Mage level 27
8th Pyre 123rd year of Ascendancy at 02:46 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Valeyard the Doomelf Paradox Mage level 17
55th Haze 122nd year of Ascendancy at 22:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Valeyard the Doomelf Paradox Mage level 28
51st Pyre 123rd year of Ascendancy at 17:42 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Valeyard the Doomelf Paradox Mage level 28
26th Pyre 123rd year of Ascendancy at 00:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Valeyard the Doomelf Paradox Mage level 22
35th Regrowth 123rd year of Ascendancy at 01:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Valeyard the Doomelf Paradox Mage level 8
4th Dusk 122nd year of Ascendancy at 17:57 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Valeyard the Doomelf Paradox Mage level 28
26th Pyre 123rd year of Ascendancy at 00:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Valeyard the Doomelf Paradox Mage level 9
9th Dusk 122nd year of Ascendancy at 07:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Valeyard the Doomelf Paradox Mage level 22
35th Regrowth 123rd year of Ascendancy at 16:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Valeyard the Doomelf Paradox Mage level 16
73rd Dusk 122nd year of Ascendancy at 06:53 see stats
Log
You pickup 0.95 gold pieces.
You pickup 0.80 gold pieces.
Valeyard picks up ( .): eldritch cashmere wizard hat (2 def, 0 armour).
Valeyard picks up ( .): miner's pair of hardened leather boots of uncanny dodging (5 def, 8 armour).
Valeyard picks up ( .): prismatic dwarven-steel helm of constitution (+4) (0 def, 4 armour).
You pickup 0.75 gold pieces.
Valeyard picks up (8.): nightruned hardened leather belt of carrying.
You pickup 0.75 gold pieces.
Today is the 70th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a way to the previous level here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
Resting starts...
Valeyard retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Valeyard deactivates Matter Weaving.
Valeyard deactivates Chant of Fortitude.
Valeyard deactivates Reality Smearing.
Valeyard deactivates Energy Decomposition.

















































































































