












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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 | Drem |
| Class | Stone Warden |
| Level / Exp | 28 / 55% |
| Size | big |
| Lifes / Deaths | Killed by Elilaith the sand-drake at level 18 on the 14th Iron 123rd year of Ascendancy at 20:45 / 2Killed by Voryrenn the elven corruptor at level 28 on the 27th Gold 123rd year of Ascendancy at 12:35 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 48 (base 42) |
| Willpower | 36 (base 24) |
| Cunning | 19 (base 10) |
Resources
| Life | -116/886 |
| Mana | 309/362 |
| Equilibrium | 15 |
| Healing Factor | 1.0714285714286 |
| Regeneration | 0.69642857142857 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 32 |
| Crit Chance | 0% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 32 |
| Crit Chance | 0% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +10% |
| Temporal | +6% |
| Acid | +6% |
| Physical | +22% |
| Mind | +9% |
| Nature | +33% |
Offense: Damage Penetration
| Nature | +33% |
| Darkness | +22% |
| Light | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 83.309167736718 (87.462686567164%) |
| Defense | 26 |
| Ranged Defense | 34 |
| Fatigue | 44 |
| Physical Save | 47 |
| Spell Save | 29 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 21%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 40%( 70%) |
| Temporal | + 13%( 70%) |
| Arcane | + 16%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 42% |
| Disarm Resistance | 0% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 417% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 494 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Shards |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 113.61 nature damage per turn. Deadly Poison |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 35%. Scoundrel's Strategies |
| detrimental effect | Huge cut that bleeds, doing 32.63 physical damage per turn. Bleeding |
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 injured seer from death by Stormonolith Gxd. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the temporal explorer from death by Stormonolith Gxd. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * You've found the needed sandworm tooth. 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 faerlhing fang. * You've found the needed bloated horror heart. * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Erelomamnir the pair of drakeskin leather boots (0 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -4% Changes stats: +7 Str / +6 Con Changes resistances: +6% blight / +6% temporal / +6% nature / +5% arcane Changes damage: +7% physical Stamina each turn: +0.80 Maximum life: +30.00 Infravision radius: +2 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | 125 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| Light source | Toxinwar the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight / 16 fire Changes resistances: +11% darkness / +10% fire Changes resistances penetration: +13% all Changes damage: +10% light / +15% nature Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.08 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Voralessra (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Armour: +9 Fatigue: +5% Changes stats: +2 Cun / +3 Dex Life regen: +0.40 Maximum life: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Jetsnake the hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +9% darkness Mental save: +10 (+4 eff.) Maximum life: +47.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood totem of thorny skin 'Emelamira' [power 56] (11/18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +5% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +10 (+5 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +1% It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +7 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +7 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | MayeweInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +7% physical Changes damage: +9% mind Critical mult.: +10.00% Mental save: +20 (+7 eff.) Stamina each turn: +0.50 Hate when firing a critical mind attack: +4.00 Mindpower: +12 (+6 eff.) Amulets can have magical properties. |
| In main hand | Bloomsin the dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 78 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +13 acid When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to corrode armour by 30% Damage when hit (Melee): 12 nature Changes stats: +2 Con Changes resistances: +10% acid / +20% fire Changes resistances penetration: +10% light / +20% nature Talent granted: +3 Block Handheld deflection devices. |
| Around waist | Urthaderehir the OffalwritherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Damage when hit (Melee): 8 acid Changes resistances: +15% nature Changes damage: +18% nature / +6% acid Physical save: +12 (+4 eff.) A belt that goes around your waist. |
| In off hand | Duroralach (8 def, 8 armour, 26.5-31.8 power, 112 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +112 Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes stats: +4 Mag Changes damage: +6% temporal Talent granted: +3 Block Maximum life: +55.00 Handheld deflection devices. |
| Cloak | cashmere cloak 'Layavena' (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +8 (+2 eff.) Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex Changes resistances: +16% darkness Changes resistances penetration: +9% darkness Changes damage: +12% darkness Stealth bonus: +10 Physical save: +20 (+6 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Siluriwe the dwarven-steel plate armour (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +14 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +8% physical / +3% all Changes damage: +15% physical Physical save: +18 (+6 eff.) Silence immunity: +20% Pinning immunity: +10% Only die when reaching: -40.00 life Maximum life: +20.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the sneak (heal 74) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
grounding copper amulet of mastery (0.11 Spell / Earth)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.11 Spell / Earth Stun/Freeze immunity: +22% Amulets can have magical properties. |
stabilizing steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
Ce'Naseth the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +14 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +24% lightning / +12% fire / +4% physical Changes damage: +12% lightning Rings can have magical properties. |
HealboneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +22% lightning / +6% fire / +3% mind / +5% arcane Changes resistances penetration: +15% nature Changes damage: +11% lightning Knockback immunity: +10% Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.69 cold and 15.48 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Leloleg'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Blindness immunity: +22% Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+7 eff.) Infravision radius: +4 See stealth: +8 See invisible: +6 Rings can have magical properties. |
copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 22 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 21 light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.marksman's stralite ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Blindness immunity: +33% Infravision radius: +4 See stealth: +13 See invisible: +10 Rings can have magical properties. |
voratun ring 'Arenn'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 56% chance to blind Damage (Melee): 77 light Effects on ranged hit: * 47% chance to blind Damage (Ranged): 88 light Changes resistances: +12% nature / +11% blight Changes resistances penetration: +5% arcane Poison immunity: +30% Disease immunity: +21% Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Damage Shield penetration: +20% Rings can have magical properties. |
Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
steel greatmaul 'Betabeth' (29.5-44.25 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 36% chance to cause random gloom Damage (Melee): +9 nature / +7 temporal / +19 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes damage: +6% acid / +9% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.hateful voratun longsword of erosion (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 temporal / +11 nature / +14 darkness Damage against: +8% Living Sharp, long, and deadly. |
parasitic living mindstar (16-17.6 power, 40 apr, nature damage) =LMAOOOOOOOOOOOO=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Life leech chance: +15% Life leech: +10% 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.pulsing mindstar (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+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.potent elven-wood vilestaff of fate (31-37.2 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% blight Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +9 (+3 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
ShinevileInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances penetration: +15% light Changes damage: +12% light Life regen: +1.00 Light radius: +3 Healing mod.: +10% A belt that goes around your waist. |
Polurialaith the elven-silk cloak (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +8 Wil / +12 Cun Changes resistances penetration: +5% arcane Critical mult.: +5.00% Mindpower: +8 (+4 eff.) Mental crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brandsteel' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +12 (+3 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +12% cold / +1% physical Changes resistances penetration: +10% physical Changes damage: +3% fire Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere robe of protection (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Physical save: +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +14% arcane Maximum mana: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of protection (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Physical save: +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shockjeer the pair of rough leather boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes damage: +9% lightning / +27% fire A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 31.66 to 94.99 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 199.60 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethasema (6 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +2 Str Changes damage: +12% physical Infravision radius: +2 A cap made of leather. |
Ulumarab the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Wil / +6 Cun / +4 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather cap of dexterity (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +8% cold / +8% fire A cap made of leather. |
iron helm 'Daimydil' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +3 Wil / +5 Cun / +4 Con Changes damage: +6% mind Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Psi each turn: +0.16 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Shockfiend the stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 12 lightning Changes stats: +9 Str Changes resistances: +12% acid / +13% physical / +18% darkness / +18% lightning Changes resistances penetration: +25% acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of command (13 def, 13 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +13 (+6 eff.) Fatigue: +16% Changes stats: +3 Cun Mental save: +18 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Gorebane the reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +9% nature Changes resistances penetration: +10% nature Grants telepathy: Dragon Life regen: +9.30 Maximum life: +59.00 Light radius: +3 Healing mod.: +25% A suit of armour made of leather. |
enlightening iron plate armour of Eyal (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +4 Cun / +3 Wil Mental save: +11 (+4 eff.) Life regen: +1.00 Maximum life: +48.00 Healing mod.: +10% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.flaming stralite shield of temporal resistance (+12%) (10 def, 2 armour, 47-56.4 power, 143.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +144 Burst (radius 1) on hit: +14 fire When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 9 fire Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 fire Changes resistances: +12% temporal Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.flaming quiver of dragonbone arrows (23/23, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Burst (radius 1) on hit: +20 fire Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
600 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. |
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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blazebane the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% acid / +15% lightning Changes resistances penetration: +5% acid Changes damage: +3% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chalodendil the Morningsever (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +2 Str Changes resistances: +12% acid Changes damage: +6% acid / +18% light Physical save: +6 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Maximum life: +55.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of quickening (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 10/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ivikira the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 11 fire Changes stats: +2 Dex / +2 Mag / +4 Cun Changes resistances: +6% fire Changes resistances penetration: +5% acid Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (92 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged iron torque of psychoportation [power 25] (11/34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
Ce'Noth the elm totem of cure ailments [power 1] (11/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil / +4 Cun / +4 Con Infravision radius: +2 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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% When used as an alchemist bomb: Lights terrain (power 10) 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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 When used as an alchemist bomb: 20% chance to daze for 3 turns 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 Stormonolith Gxd the Drem Stone Warden level 7
28th Voratun 122nd year of Ascendancy at 03:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Stormonolith Gxd the Drem Stone Warden level 20
18th Steel 123rd year of Ascendancy at 22:29 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stormonolith Gxd the Drem Stone Warden level 26
22nd Gold 123rd year of Ascendancy at 09:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stormonolith Gxd the Drem Stone Warden level 10
10th Profit 122nd year of Ascendancy at 03:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Stormonolith Gxd the Drem Stone Warden level 20
17th Iron 123rd year of Ascendancy at 08:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Stormonolith Gxd the Drem Stone Warden level 13
1st Wealth 122nd year of Ascendancy at 00:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Stormonolith Gxd the Drem Stone Warden level 28
24th Gold 123rd year of Ascendancy at 10:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stormonolith Gxd the Drem Stone Warden level 12
33rd Profit 122nd year of Ascendancy at 09:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Stormonolith Gxd the Drem Stone Warden level 9
7th Profit 122nd year of Ascendancy at 00:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Stormonolith Gxd the Drem Stone Warden level 22
5th Gold 123rd year of Ascendancy at 22:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stormonolith Gxd the Drem Stone Warden level 17
14th Shortage 122nd year of Ascendancy at 22:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Stormonolith Gxd the Drem Stone Warden level 18
14th Iron 123rd year of Ascendancy at 20:45 see stats
Log
Talent Pulverizing Auger is ready to use.
Bleeding from Voryrenn the elven corruptor hits Stormonolith Gxd for 22 physical damage.
Deadly Poison from Voryrenn the elven corruptor hits Stormonolith Gxd for 70 nature damage.
Black Blood Bleeding from Stormonolith Gxd hits Voryrenn the elven corruptor for 19 darkness damage.
Stormonolith Gxd uses Nature's Touch.
Stormonolith Gxd receives 183 healing.
Stormonolith Gxd is less thorny now.
Talent Eldritch Fury is ready to use.
Talent Dig is ready to use.
Talent Block is ready to use.
Bleeding from Voryrenn the elven corruptor hits Stormonolith Gxd for 22 physical damage.
Deadly Poison from Voryrenn the elven corruptor hits Stormonolith Gxd for 70 nature damage.
Voryrenn the elven corruptor casts Soul Rot.
Voryrenn the elven corruptor's spell attains critical power!
Voryrenn the elven corruptor stops bleeding black blood.
Voryrenn the elven corruptor's Soul Rot hits Stormonolith Gxd for 123 blight damage.
Bleeding from Voryrenn the elven corruptor hits Stormonolith Gxd for 22 physical damage.
Deadly Poison from Voryrenn the elven corruptor hits Stormonolith Gxd for 70 nature damage.
Voryrenn the elven corruptor is fully armored again.
Stormonolith Gxd feels pain again.
Talent Stone Wall is ready to use.
Talent Eldritch Blow is ready to use.
Bleeding from Voryrenn the elven corruptor hits Stormonolith Gxd for 22 physical damage.
Deadly Poison from Voryrenn the elven corruptor hits Stormonolith Gxd for 70 nature damage.
Poison bursts out of Stormonolith Gxd's corpse!
Saving game...






















































































































