









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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.
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Anorithil |
| Level / Exp | 22 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Ivera the cutpurse at level 22 on the 63rd Haze 122nd year of Ascendancy at 19:24 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 52 (base 41) |
| Magic | 53 (base 51) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 13) |
Resources
| Mana | 126/246 |
| Negative | 91/134 |
| Vim | 219/219 |
| Life | -54/916 |
| Positive | 114/134 |
| Healing Factor | 1.4393292187649 |
| Regeneration | 10.435136836046 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
| See Stealth | 8.8817841970013E-16 |
| See Invisible | 8.8817841970013E-16 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 12 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +24% |
| Nature | +11% |
| Arcane | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 47.551211628464 (73.607947236566%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 22 |
| Physical Save | 25 |
| Spell Save | 30 |
| Mental Save | 12 |
Defense: Resistances
| Acid | 0%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Physical | + 1%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | 0%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Confusion Resistance | 61% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Silence Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 261 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 74 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 110.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 103.60 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 Willpower stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 367/367 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of rough leather boots 'Polinne' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spell save: +9 (+5 eff.) Poison immunity: +10% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +21% Life regen: +2.00 Only die when reaching: -40.00 life Spellpower: +10 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | Dayblow the brass lantern =9lite=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold / +12% fire Changes damage: +9% light Light radius: +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glynne (17 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+5 eff.) Armour: +10 Defense: +17 (+9 eff.) Changes stats: +2 Dex Changes resistances: +8% fire / +7% cold Critical mult.: +10.00% A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of clear mind 'Aeryrawe' [power 2] (8/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes damage: +6% arcane It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kindleblur the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +9% temporal Changes damage: +6% light Disarm immunity: +20% Confusion immunity: +20% Knockback immunity: +10% Life regen: +5.00 Maximum life: +55.00 Healing mod.: +15% Rings make your fingers look great! |
| On fingers | Lustrepython the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 6% Changes resistances: +22% nature / +3% fire Changes resistances penetration: +20% darkness / +10% light Changes damage: +6% fire / +11% nature / +9% light Rings make your fingers look great! |
| Around waist | nightruned rough leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Maximum life: +50.00 Maximum mana: +30.00 Maximum stamina: +27.00 Maximum hate: +11.00 Maximum psi: +24.00 Maximum vim: +20.00 Maximum pos.energy: +21.00 Maximum neg.energy: +21.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
| In main hand | blighted yew starstaff of channeling (120% 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. Power: 121% Range: 1.2x 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 Mana each turn: +0.13 Vim when firing critical spell: +2.00 Maximum vim: +15.00 Spellpower: +23 (+8 eff.) Spell crit. chance: +10% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic rough leather gloves of the nighthunter (0 def, 5 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +5 Changes stats: +1 Cun Changes resistances: +6% darkness Mental save: +5 (+5 eff.) Maximum life: +40.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 11 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Isiwen the iron plate armour (0 def, 17 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +17 Fatigue: +22% Changes stats: +2 Mag Changes resistances: +6% arcane / +1% physical Spell save: +11 (+6 eff.) Silence immunity: +10% Mana each turn: +0.04 Maximum life: +60.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Samarab' (12 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+9 eff.) Armour: +6 Defense: +12 (+6 eff.) Changes stats: +3 Str / +3 Con Critical mult.: +15.00% Physical save: +7 (+4 eff.) Maximum life: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
Inventory
blink rune of the wizard (range 7; phase 18; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
clarifying gold amulet of mastery (0.19 Celestial / Star fury)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Talent mastery: +0.19 Celestial / Star fury Confusion immunity: +28% Amulets make your neck look great! |
Arivea the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Cun / +2 Mag Changes resistances penetration: +15% acid Critical mult.: +5.00% Physical save: +9 (+5 eff.) Mental save: +6 (+6 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Splendourborn the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 light Changes stats: +4 Str Changes resistances: +3% darkness Changes resistances penetration: +5% light Changes damage: +9% arcane Light radius: +1 Rings make your fingers look great! |
ViperdreamInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% lightning / +24% fire / +6% nature Changes resistances penetration: +10% temporal Changes damage: +10% lightning / +12% fire Maximum encumbrance: +20 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
copper ring 'Shinewinter'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +5 Cun / +5 Wil Changes resistances: +3% light / +9% cold Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +9% light Mindpower: +6 (+6 eff.) Light radius: +1 Rings make your fingers look great! |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Confusion immunity: +22% Rings make your fingers look great! |
treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +18% Disease immunity: +14% Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.yew longbow of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +9 Changes resistances penetration: +12% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of massacre (137% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of rage (128% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Changes stats: +4 Str Changes damage: +6% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dreamer's vined mindstar of balance (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +7 (+7 eff.) Psi each turn: +0.50 Equilibrium when hit: +0.70 Maximum psi: +12.00 Mindpower: +4 (+4 eff.) Mental crit. chance: +2% 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.thorny mindstar 'Flashtyphoon' (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 30% * 5% chance to reduce armor by 34% Damage (radius 1) on hit: +4 blight Damage (radius 2) on crit: +16 lightning When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +9% lightning Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +2 (+2 eff.) Life regen: +1.00 Equilibrium when hit: +0.70 Maximum life: +22.00 Mindpower: +6 (+6 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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.wyrm's thorny mindstar of gales (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Damage (Melee): 4 lightning / 3 physical / 2 fire / 4 acid / 4 cold Changes resistances: +5% lightning / +5% physical / +4% cold / +3% fire / +2% acid Changes damage: +7% lightning / +4% cold / +7% physical Talent granted: +1 Attune Mindstar Pinning immunity: +19% Mindpower: +6 (+6 eff.) Mental crit. chance: +3% 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. |
Branostir (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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 penetration: +3 Changes stats: +7 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% physical Changes damage: +20% darkness / +9% physical Talent granted: +1 Command Staff Critical mult.: +27.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum mana: +55.00 Maximum vim: +32.00 Maximum neg.energy: +29.00 Spellpower: +13 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Eminn' (100% power, 2 apr, lightning element) =STR=Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +4 Str / +3 Dex / +1 Wil Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 123.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal ash vilestaff (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +2% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Quenchblight (104% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 cold When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% light Changes resistances penetration: +10% cold Changes damage: +3% cold Disarm immunity: +29% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (118% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
Turuleblek =10cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +6 Dex / +10 Cun / +6 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +7 Stealth bonus: +5 Infravision radius: +4 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: +6% blight Damage against: +18% 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. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Taintlore (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Cun / +1 Con Changes resistances: +3% nature Critical mult.: +15.00% Mental save: +3 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xumith the linen cloak (31 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +31 (+15 eff.) Changes stats: +2 Wil Changes resistances: +3% blight / +3% fire Physical save: +3 (+2 eff.) Mental save: +6 (+6 eff.) Life regen: +4.00 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.Darkvagrant (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +9% darkness / +24% light / +11% all Changes damage: +16% light / +8% temporal / +5% arcane / +15% darkness Mana each turn: +0.22 Psi each turn: +0.12 Maximum mana: +21.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of time (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +16% temporal Changes damage: +12% arcane / +16% temporal Maximum mana: +41.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Cinderquill' (5 def, 3 armour) =5str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+5 eff.) Armour: +3 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +5 Str / +3 Con Changes resistances: +3% fire Only die when reaching: -60.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 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. 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.traveler's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Maximum encumbrance: +24 Physical save: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.traveler's pair of rough leather boots of void walking (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +11% darkness / +11% temporal Changes resistances penetration: +11% darkness / +11% temporal Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 111.36 fire damage over 3 turns. 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. |
brawler's iron gauntlets of strength (+5) (0 def, 1 armour) =5str=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.temporal hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane / 9 temporal Damage (Ranged): 5 temporal Changes stats: +3 Mag / +5 Wil Changes resistances: +5% arcane / +6% temporal Changes damage: +3% arcane / +3% temporal Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nebeth (0 def, 3 armour) =3str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +1% Changes stats: +3 Str Changes damage: +6% acid Mindpower: +15 (+12 eff.) Mental crit. chance: +2% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.1 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Dayfurnace the iron helm (5 def, 3 armour) =pen=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Fatigue: +5% Changes stats: +2 Cun / +3 Wil Changes resistances: +9% lightning / +3% mind Changes resistances penetration: +25% light Confusion immunity: +10% Mindpower: +4 (+4 eff.) 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.Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+10 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed dwarven-steel helm of strength (+8) (0 def, 4 armour) =8str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.1 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. 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.bladed hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Stamina when hit: +0.70 Equilibrium when hit: +0.70 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.1 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.linen wizard hat of madness (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Mental save: +12 (+10 eff.) Mental crit. chance: +4% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 23 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +11% blight / +10% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Mental save: +12 (+10 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's hardened leather armour of command (18 def, 12 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +18 (+9 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex / +1 Cun Physical save: +10 (+5 eff.) Mental save: +13 (+10 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.acidic voratun shield (0 def, 10 armour, 194 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 9 acid Talent granted: +1 Block Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Velidalle the Darkspawner (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 6 temporal Changes stats: +4 Str Changes resistances: +6% darkness / +6% temporal Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Porireyalaith =life=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +12% temporal Changes resistances penetration: +10% physical Changes damage: +6% physical Mental save: +4 (+4 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Mindpower: +6 (+6 eff.) Mental crit. chance: +7% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Baroderath'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% acid / +6% darkness Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +11% 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 (+9 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 3 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 20% 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
iron torque of clear mind [power 1] (8/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.supercharged ash wand of conjuration [power 190] (8/18 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 190 lightning damage Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
10 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 The Undataker the Ghoul Anorithil level 10
9th Flare 122nd year of Ascendancy at 02:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Undataker the Ghoul Anorithil level 10
9th Flare 122nd year of Ascendancy at 02:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Undataker the Ghoul Anorithil level 20
13rd Haze 122nd year of Ascendancy at 22:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By The Undataker the Ghoul Anorithil level 19
13rd Haze 122nd year of Ascendancy at 02:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Undataker the Ghoul Anorithil level 5
5th Mirth 122nd year of Ascendancy at 10:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Undataker the Ghoul Anorithil level 10
11st Dusk 122nd year of Ascendancy at 10:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Undataker the Ghoul Anorithil level 18
2nd Haze 122nd year of Ascendancy at 18:26 see stats
Log
The protective shield of The Undataker disappears.
The Undataker receives 33 healing from The Undataker's healing light area effect.
The Undataker is no longer out of phase.
The shield around The Undataker crumbles.
Talent Jumpgate: Teleport To is ready to use.
You don't see how to get there...
Talent Healing Light is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Acid Wave is ready to use.
Talent Bathe in Light is ready to use.
Something performs a melee critical strike against The Undataker!
Ran for 3 turns (stop reason: taken damage).
The Undataker casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something hits The Undataker for 276 physical, 94 physical, 8 darkness (379 total damage).
Ivera the cutpurse uses Evasion.
Ivera the cutpurse tries to evade attacks.
Ivera the cutpurse uses Flurry.
Ivera the cutpurse performs a melee critical strike against The Undataker!
Ivera the cutpurse performs a melee critical strike against The Undataker!
Ivera the cutpurse performs a melee critical strike against The Undataker!
Melee retaliation hits Ivera the cutpurse for 10 darkness, 6 blight, 15 light, 10 darkness, 6 blight, 15 light, 10 darkness, 6 blight, 15 light, 10 darkness, 6 blight, 15 light, 10 darkness, 6 blight, 15 light, 10 darkness, 6 blight, 15 light (185 total damage).
Ivera the cutpurse hits The Undataker for 108 physical, 52 physical, 8 darkness, 128 physical, 89 physical, 8 darkness, 70 physical, 59 physical (522 total damage).
The Undataker the level 22 ghoul anorithil was impaled to death by Ivera the cutpurse on level 1 of The Maze.
A shield forms around The Undataker.













































































































