











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 22 / 71% |
| Size | small |
| Lifes / Deaths | Killed by Siluta the sandworm at level 22 on the 8th Haze 122nd year of Ascendancy at 15:53 / 1 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 67 (base 51) |
| Cunning | 51 (base 40) |
Resources
| Life | -139/484 |
| Psi | 107/157 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 2.3727985889726 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 47 |
| Crit Chance | 36% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 47 |
| Crit Chance | 36% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +18% |
| Physical | +13% |
| Fire | +9% |
| All | +6% |
Offense: Damage Penetration
| Light | +14% |
| Physical | +44% |
| Fire | +19% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 31 (35.65183292883%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 24 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Darkness | + 10%( 70%) |
| Mind | + 13%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
| Silence Resistance | 0% |
| Stun Resistance | 30% |
| Poison Resistance | 10% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 103.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the lost defiler from death by electric eel. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost tinker from death by Xera the blue ooze. Escort: lost tinker (level 2 of Scintillating Caves) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You must explore the ritch tunnels. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Torchoozer (28-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 2). On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Physical power: +10 (+4 eff.) Changes resistances penetration: +10% fire / +9% all Changes damage: +3% fire Reduces incoming crit damage: 10.00% Massive two-handed mauls. |
| On hands | heroic hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Mental save: +7 (+3 eff.) Maximum life: +49.00 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Neruna the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +2 Dex / +2 Mag Changes damage: +12% temporal Maximum life: +64.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Deepsfurnace' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Armour: +3 Fatigue: +1% Changes stats: +3 Str Changes resistances: +3% darkness A cap made of leather. |
| On feet | pair of iron boots 'Erelerasta' (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +2 Mag / +2 Wil Changes resistances: +3% mind / +3% physical Poison immunity: +10% Only die when reaching: -20.00 life Maximum life: +20.00 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Infernogasher the elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +5 Con Changes resistances: +6% fire See invisible: +3 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 34. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes damage: +6% all Stun/Freeze immunity: +30% Spellpower: +10 (+5 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | Glimmervice the copper ring =3 mag=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +8 Wil / +5 Cun Changes resistances penetration: +5% light Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Gilirim the copper amulet =20 pen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Fatigue: -4% Changes stats: +3 Str / +2 Con Changes resistances: +3% acid Changes resistances penetration: +20% physical Life regen: +2.00 Stamina each turn: +1.00 Amulets make your neck look great! |
| In main hand | warbringer's dwarven-steel waraxe of evisceration (22-31 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+5 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +21% One-handed war axes. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | warbringer's steel dagger of rage (13-17 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +7 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +8% physical Changes damage: +7% physical Disarm immunity: +12% Sharp, short and deadly. |
| Cloak | Belykira (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +3% mind / +9% lightning Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
movement infusion (speed 413%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 413% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 448%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 144; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 144 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 13; resist 10%; move 30%; dur 5; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 30% faster, and you are invisible (power 13). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 37; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 168; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 168 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 242; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
RainobeisanceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 light Changes resistances: +11% light / +12% darkness Changes damage: +6% cold Blindness immunity: +22% Disarm immunity: +20% Light radius: +1 Amulets make your neck look great! |
UnradorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +4 Cun Changes resistances: +3% light / +4% physical Reduces incoming crit damage: 10.00% Disease immunity: +10% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Ravenstake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +3 Str Changes resistances: +3% mind Changes resistances penetration: +15% darkness / +5% mind Changes damage: +6% mind Amulets make your neck look great! |
grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +30% Amulets make your neck look great! |
Ce'Nabrewyn the copper ring =20 def=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +20 (+10 eff.) Silence immunity: +20% Life regen: +4.00 Mana each turn: +0.10 Rings make your fingers look great! |
DelygaranInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spellpower: +5 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Glowgash the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 mind Changes resistances: +9% mind / +3% light / +6% nature Changes damage: +3% mind Maximum encumbrance: +21 Rings make your fingers look great! |
GrowoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +6% nature Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
TundrastokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +5 Cun Changes damage: +3% cold Critical mult.: +10.00% Spellpower: +6 (+3 eff.) Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Beliruitovor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+4 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 56% Changes stats: +3 Cun Changes resistances: +2% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper ring 'Galoregohir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 10 physical Changes stats: +2 Str Changes resistances penetration: +5% physical Physical save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +22% Stamina each turn: +2.00 Rings make your fingers look great! |
copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Armirayahir'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun / +2 Con Changes resistances: +6% temporal / +5% arcane / +3% cold Physical save: +4 (+4 eff.) Blindness immunity: +23% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +11 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
iron battleaxe 'Daimuthad' (14-21 power, 5 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Confusion immunity: +20% Maximum life: +20.00 Massive two-handed battleaxes. |
Erutir (12-15 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +9 blight When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +14 Armour: +2 Changes resistances: +3% nature Changes resistances penetration: +6% all / +5% physical Cut immunity: +10% Confusion immunity: +20% Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel greatmaul 'Phoenixradiance' (58-87 power, 2 apr) =25 def=Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +3 Defense: +25 (+13 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Cun Changes resistances: +1% physical Reduces incoming crit damage: 15.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel greatmaul of corruption (42-63 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). On weapon hit: * 21% chance to reduce all saves and defense by 29 Damage (Melee): +10 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed mauls. |
Blizzardtide (13-18 power, 2 apr) =1 mag 3 con=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +1 Dex / +1 Mag / +3 Cun / +3 Con Changes damage: +3% cold / +6% physical See invisible: +3 Blunt and deadly. |
pulsing mindstar 'Prismrend' (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% blight / +9% light Changes damage: +3% nature / +9% light Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Disease immunity: +14% Maximum psi: +10.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Morningjeer (20-24 power, 4 apr, physical element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 light Changes resistances penetration: +15% light Changes damage: +20% physical Talent granted: +1 Command Staff Stamina each turn: +3.00 Maximum stamina: +30.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew magestaff of invocation (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +30.00 Spellpower: +14 (+7 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 23.27 to 27.92 arcane damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of warding (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 darkness Changes damage: +20% darkness Talents granted: +1 Ward +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Arthisasin' (12-16 power, 2 apr) =25 def=Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Defense: +25 (+13 eff.) Changes resistances: +3% lightning / +7% temporal Changes damage: +6% temporal Silence immunity: +10% One-handed war axes. |
RhotarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +2 Mag / +2 Con Changes resistances: +18% acid Critical mult.: +6.00% Infravision radius: +1 A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% blight Damage against: +16% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Emelikira' =3 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +3 Con Changes resistances: +5% lightning / +6% temporal / +3% acid Changes damage: +9% acid Reduces incoming crit damage: 15.00% Light radius: +1 A belt that goes around your waist. |
Isutha the linen cloak (7 def, 0 armour) =10 pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +25 (+9 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Dex Changes resistances penetration: +10% physical Changes damage: +9% arcane / +3% physical Physical save: +6 (+6 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+9 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 49.12 to 61.40 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Elywe the pair of iron boots (0 def, 5 armour) =15 oop=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +15% lightning / +6% temporal Reduces incoming crit damage: 10.00% Silence immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gurama the pair of hardened leather boots (0 def, 3 armour) =25 acc=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +3 Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +4 Dex Critical mult.: +10.00% Stamina each turn: +0.60 Maximum stamina: +21.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Hanerach the Growthsever (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +9% blight / +9% cold / +9% lightning Changes resistances penetration: +25% darkness Changes damage: +18% nature Stamina each turn: +0.60 Maximum stamina: +20.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.grounding pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal 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.undeterred pair of hardened leather boots of rushing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +4 Con Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +24% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Dairygorn the rough leather gloves (0 def, 3 armour) =acc=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +26 (+8 eff.) Physical power: +10 (+4 eff.) Armour: +3 Changes stats: +3 Dex / +4 Con Physical save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinithra the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 arcane Changes stats: +4 Mag / +5 Wil / +2 Cun Changes resistances: +3% arcane / +8% darkness Changes resistances penetration: +15% mind Changes damage: +3% arcane Physical save: +7 (+7 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% Maximum vim: +20.00 Spellpower: +17 (+9 eff.) Infravision radius: +3 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 arcane / +4 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloomhue (0 def, 1 armour) =3 mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% blight Changes damage: +3% darkness Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 24% Metal gloves protecting the hands up to the middle of the lower arm. |
Singelore (0 def, 1 armour) =3 con=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Damage when hit (Melee): 2 fire Changes stats: +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% physical Changes damage: +4% lightning Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +7 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Zubina' (0 def, 2 armour) =4 con=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Mag / +9 Wil / +4 Con Physical save: +7 (+7 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 5 mind Changes stats: +3 Dex Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +5 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +10 arcane Damage (radius 2) on crit: +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Bloomwitch' (0 def, 7 armour) =40 psi=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances penetration: +5% mind / +5% nature Changes damage: +3% nature / +4% physical Equilibrium when hit: +0.16 Maximum psi: +40.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.sand dwarven-steel gauntlets of dexterity (+3) (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +6% physical When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Betymira the Glowtide (0 def, 1 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +3 Str / +3 Con Changes resistances: +6% temporal Changes damage: +12% light Spell save: +6 (+3 eff.) A cap made of leather. |
Camemarain (1 def, 0 armour) =5 con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Con Changes resistances: +16% cold Changes damage: +11% cold Light radius: +2 Infravision radius: +3 A pointy cloth hat, very wizardly... |
Duathelvein the rough leather cap (0 def, 9 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +6% mind / +6% cold Changes damage: +3% darkness Allows you to breathe in: water Mental save: +3 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Duskstreak the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% lightning / +6% mind / +6% blight Changes damage: +16% lightning / +9% darkness Physical save: +18 (+13 eff.) Mental save: +12 (+6 eff.) A pointy cloth hat, very wizardly... |
Glorenn the Serpentstoker (15 def, 3 armour) =15 def=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% temporal Changes damage: +3% nature Physical save: +11 (+9 eff.) Poison immunity: +10% Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Bokerand' (1 def, 0 armour) =4 mag=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +4 Mag / +2 Con Changes resistances: +5% lightning / +6% temporal Mental save: +6 (+3 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +18% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Life regen: +2.20 Stamina each turn: +0.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.deadly quiver of ash arrows of persecution (18/18, 33-46 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage against: +8% Unnatural / +11% Unliving Arrows are used with bows to pierce your foes to death. |
231 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adilesewen the Singemoon (dig speed 40 turns) =4 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 fire Changes stats: +3 Str / +4 Con Reduces incoming crit damage: 5.00% Mindpower: +10 (+4 eff.) Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Borudas (dig speed 29 turns) =conf 20=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Str Spell save: +3 (+2 eff.) Confusion immunity: +20% Maximum hate: +6.00 Mental crit. chance: +2% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Flashkill' (dig speed 30 turns) =5 mag=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Mag / +2 Wil / +3 Con Changes resistances: +13% nature / +6% lightning Changes damage: +7% nature Reduces incoming crit damage: 15.00% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Frigidsweep' (dig speed 30 turns) =6 str 6 dex=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +6 Str / +6 Dex Changes resistances: +6% cold Changes damage: +6% acid Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Goresting the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +9% acid Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Knockback immunity: +10% Maximum life: +47.00 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. |
Velolle =15 def=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+8 eff.) Changes resistances: +6% light / +3% fire Physical save: +6 (+6 eff.) Cut immunity: +10% Light radius: +3 Healing mod.: +12% 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. |
brass lantern 'Blazewend' =4 wil 4 cun 30 psi=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +6% mind / +3% lightning Critical mult.: +10.00% Psi when hit: +0.04 Maximum psi: +30.00 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. |
brass lantern 'Deleruizor' =5 con=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Con Changes damage: +6% blight Mental save: +6 (+3 eff.) Cut immunity: +10% Pinning immunity: +10% Light radius: +3 See stealth: +8 See invisible: +6 Healing mod.: +15% 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. |
brass lantern 'Glowwake'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +20% light Mental save: +12 (+6 eff.) Equilibrium when hit: +0.12 Maximum life: +43.00 Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.survivor's alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+5 eff.) Maximum life: +52.00 Light radius: +4 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of dwarven-steel shots of erosion (22/22, 31-37 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Damage (Ranged): +7 nature / +20 physical Shots are used with slings to pummel your foes to death. |
Adalle the iron torque of gale force [power 110] (15 cooldown) =gust=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Armour: +2 Changes stats: +2 Dex Maximum stamina: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Flamebender' [power 116] (15 cooldown) =15 oop=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes resistances penetration: +5% acid Changes damage: +3% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 10
17th Dusk 122nd year of Ascendancy at 15:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 09:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 20
55th Dusk 122nd year of Ascendancy at 01:51 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 22
6th Haze 122nd year of Ascendancy at 05:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 09:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 10
11st Dusk 122nd year of Ascendancy at 01:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By YAMETE, RACOON-CHAN the Yeek Mindslayer level 19
53rd Dusk 122nd year of Ascendancy at 00:37 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
YAMETE, RACOON-CHAN is dazed!
Something hits YAMETE, RACOON-CHAN for (34 to psi shield), 51 physical, (23 to psi shield), 34 physical (85 total damage).
YAMETE, RACOON-CHAN's Beyond the Flesh misses Siluta the sandworm.
YAMETE, RACOON-CHAN misses Siluta the sandworm.
YAMETE, RACOON-CHAN hits Siluta the sandworm for (20 parried), 30 physical, 5 physical (35 total damage).
Siluta the sandworm uses Evasion.
Siluta the sandworm tries to evade attacks.
Siluta the sandworm uses Flurry.
YAMETE, RACOON-CHAN is not dazed anymore.
Siluta the sandworm performs a melee critical strike against YAMETE, RACOON-CHAN!
YAMETE, RACOON-CHAN is crippled.
Siluta the sandworm performs a melee critical strike against YAMETE, RACOON-CHAN!
YAMETE, RACOON-CHAN is cut deeply.
Siluta the sandworm performs a melee critical strike against YAMETE, RACOON-CHAN!
The unstable sand tunnel collapses!
Siluta the sandworm hits YAMETE, RACOON-CHAN for (26 to psi shield), 40 physical, (29 to psi shield), 43 physical, (35 to psi shield), 73 physical, (17 to psi shield), 25 physical, (25 to psi shield), 37 physical, (26 to psi shield), 39 physical (257 total damage).
Melee retaliation hits Siluta the sandworm for 9 temporal, 9 temporal, 8 temporal, 8 temporal, 8 temporal, 8 temporal (51 total damage).
Siluta the sandworm evades YAMETE, RACOON-CHAN's Beyond the Flesh.
Deep Wound from Siluta the sandworm hits YAMETE, RACOON-CHAN for (14 to psi shield), 21 physical (21 total damage).
Siluta the sandworm uses Heartseeker.
Siluta the sandworm performs a melee critical strike against YAMETE, RACOON-CHAN!
Siluta the sandworm performs a melee critical strike against YAMETE, RACOON-CHAN!
Siluta the sandworm hits YAMETE, RACOON-CHAN for (35 to psi shield), 264 physical (264 total damage).
Melee retaliation hits Siluta the sandworm for 8 temporal, 8 temporal (16 total damage).
YAMETE, RACOON-CHAN the level 22 yeek mindslayer was raked to death by Siluta the sandworm on level 2 of Sandworm lair.











































































































