










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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.
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.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Mindslayer |
| Level / Exp | 20 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Paras the Bringer of Doom at level 20 on the 5th Haze 122nd year of Ascendancy at 05:28 / 1 |
Primary Stats
| Strength | 39 (base 26) |
| Dexterity | 37 (base 25) |
| Constitution | 30 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 47 (base 28) |
| Cunning | 54 (base 33) |
Resources
| Life | -68/632 |
| Mana | 279/399 |
| Psi | 10/177 |
| Healing Factor | 1.3492147729953 |
| Regeneration | 16.527880969193 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 34.753403342673 |
| See Invisible | 34.753403342673 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 40 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +3% |
| Nature | +10% |
| Arcane | +3% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +5% |
| Arcane | +25% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20.5 (43.579428603723%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 12 |
| Physical Save | 29 |
| Spell Save | 19 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 17%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 41% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| 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 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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. * 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. | 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
| Psionic focus | Gilemira the dwarven-steel greatsword (153% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 Power: 154% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Damage (radius 1) on hit: +13 fire Damage (radius 2) on crit: +8 acid When wielded/worn: Critical mult.: +15.00% Equilibrium when hit: +0.12 Maximum psi: +40.00 Massive two-handed swords. |
| On hands | Ebonypulverizer (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +1% Damage (Melee): 7 temporal Damage (Ranged): 6 temporal Damage when hit (Melee): 10 darkness Changes resistances: +6% light / +6% temporal Changes damage: +3% temporal Life regen: +4.00 Healing mod.: +5% When used to modify unarmed attacks: Power: 112% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | alchemist's lamp 'Manalanik' =10stun 20fuse=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +3% mind Mental save: +12 (+5 eff.) Disease immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Infernogrit' (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: +5 Str / +4 Con Changes resistances: +5% arcane / +2% physical Changes resistances penetration: +5% fire Maximum life: +80.00 A cap made of leather. |
| On feet | undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +23% Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Rotwinnow the dwarven-steel pickaxe (dig speed 32 turns) =20stun=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% acid / +3% darkness / +3% fire / +12% nature / +6% cold Changes damage: +10% nature Poison immunity: +20% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ringInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 25 Damage (Melee): 10 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 25 Damage (Ranged): 8 physical Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +7 Wil Changes resistances: +14% mind Changes resistances penetration: +20% lightning Changes damage: +14% mind / +6% lightning Critical mult.: +5.00% Mental save: +8 (+4 eff.) Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | AlydunathadInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 arcane Changes stats: +5 Dex / +6 Cun / +4 Con Changes resistances: +12% fire / +5% arcane / +12% cold Changes resistances penetration: +20% arcane Changes damage: +3% arcane Life regen: +1.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Galedurach the steel waraxe (130% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 52% * 10 arcane resource burn Damage (Melee): +6 nature When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +5 Con / +5 Wil Maximum life: +27.00 One-handed war axes. |
| Around waist | rough leather belt 'Daimykath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +4 Cun / +2 Wil Changes resistances: +6% acid Critical mult.: +5.00% Maximum life: +33.00 A belt that goes around your waist. |
| In off hand | steel dagger 'Tundrapiercer' (115% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness / +7 nature Damage (radius 1) on hit: +16 arcane Damage against: +7% Living When wielded/worn: Changes stats: +7 Con / +5 Wil Changes resistances penetration: +5% arcane / +10% cold Maximum life: +10.00 Sharp, short and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Tylach (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +19% acid / +6% physical Physical save: +14 (+7 eff.) Life regen: +5.00 Mana each turn: +0.16 Maximum life: +31.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +7% Healing mod.: +14% A suit of armour made of mail. |
Inventory
acid wave rune of the duelist (damage 149; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 149.40 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 Dexterity 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. |
biting gale rune of the psychic (damage 145; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 145.40 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. 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. |
Velywe the DawnbracePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Str / +6 Mag / +1 Cun Amulets make your neck look great! |
copper amulet 'Earokath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% acid / +5% arcane / +6% darkness / +12% mind Confusion immunity: +23% Amulets make your neck look great! |
Bethassra the DeepsspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +1 Wil / +1 Con Changes resistances: +6% darkness Spell save: +10 (+5 eff.) Maximum stamina: +10.00 Light radius: +3 Infravision radius: +3 Rings make your fingers look great! |
savage's steel ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Spell save: +11 (+6 eff.) Maximum stamina: +15.00 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +7 (+4 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Glintraven (119% power, 1 apr) =10oop=Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 120% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 25 Damage (Melee): +12 mind Damage (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 2 mind / 2 light Changes stats: +3 Cun / +2 Wil Changes resistances: +6% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.hateful steel battleaxe of evisceration (129% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 130% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+3 eff.) Massive two-handed battleaxes. |
Ivuta (125% power, 7 apr) =5m=Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 125% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +8% Living When wielded/worn: Changes stats: +5 Mag / +3 Wil / +2 Cun Mental save: +9 (+4 eff.) Equilibrium when hit: +0.08 Mindpower: +15 (+5 eff.) Sharp, short and deadly. |
iron dagger 'Armeleg' (111% power, 5 apr) =10oop=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 1) on hit: +16 temporal When wielded/worn: Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
iron dagger 'Tidewaker' (114% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 114% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 52% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 mind Damage (radius 2) on crit: +12 cold When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% lightning / +3% temporal Changes resistances penetration: +5% cold Sharp, short and deadly. |
caustic iron greatmaul of enduring (128% power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +7 acid / +7 nature When wielded/worn: Armour penetration: +10 Changes stats: +9 Con / +9 Wil Changes resistances penetration: +9% acid / +9% nature Maximum life: +21.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel mace of massacre (151% power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 25 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.cruel yew starstaff of greater warding (130% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 131% 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: +8 Defense: +8 (+4 eff.) Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Sunbreak' (117% power, 2 apr) =10c=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Changes stats: +10 Cun / +2 Wil Changes resistances penetration: +7% physical Light radius: +2 One-handed war axes. |
Layeleda the Lustretouch =4 C w=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Damage when hit (Melee): 2 light Changes stats: +4 Cun / +4 Wil Changes resistances: +15% lightning / +3% light / +3% nature Changes resistances penetration: +5% light Damage against: +17% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
Drusador (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +4 Cun Changes resistances: +11% cold Changes resistances penetration: +10% mind / +5% physical Equilibrium when hit: +0.04 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. |
Scumbiter (1 def, 0 armour) =3m=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Cun Changes damage: +3% nature See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isyrath the linen robe (0 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +14% physical / +7% all Changes damage: +14% physical Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Physical save: +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid / +11% darkness / +12% mind / +9% all Changes damage: +10% acid Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +24 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of the mountain (+13%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +11% all / +13% physical Changes damage: +13% physical Mana each turn: +0.17 Psi each turn: +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Gloreba' (0 def, 0 armour) =5m=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +28% lightning / +3% fire / +3% blight / +28% cold / +6% nature / +9% all Changes damage: +24% lightning / +7% physical / +22% cold Spell save: +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcmortal the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Cun Changes resistances: +6% lightning / +5% temporal / +3% acid Changes resistances penetration: +10% mind / +5% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loambile the pair of rough leather boots (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +3% blight Spellpower: +5 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Ragiroran (3 def, 3 armour) =10 oop 4 re=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +20 (+7 eff.) Armour: +3 Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances: +1% physical Changes resistances penetration: +5% physical Spell save: +3 (+2 eff.) Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ragorelin the pair of iron boots (0 def, 3 armour) =25 speed=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +1 Dex Changes resistances: +6% mind Changes resistances penetration: +5% physical Critical mult.: +5.00% Mental save: +12 (+5 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulfador (0 def, 1 armour) =25phys pen=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Cun / +2 Wil Changes resistances: +2% physical Changes resistances penetration: +10% mind / +25% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +1.00 A pair of boots made of leather. |
Choldil (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage (Melee): 6 physical Changes resistances: +6% mind Changes damage: +4% physical Disarm immunity: +20% Stun/Freeze immunity: +10% When used to modify unarmed attacks: Power: 115% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 5.2 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.54 to 109.63 lightning damage (73.09 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ebonypassion the linen wizard hat (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +6% lightning / +6% temporal Silence immunity: +10% Teleport immunity: +10% Maximum life: +60.00 A pointy cloth hat, very wizardly... |
Molddeath the hardened leather cap (0 def, 3 armour) =2m=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex / +2 Mag / +3 Wil Changes resistances: +8% acid / +8% fire / +7% lightning / +8% cold Changes damage: +3% nature Light radius: +1 Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of spell shielding (3 def, 20 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +20 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +7% arcane Spell save: +10 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.corrosive dwarven-steel shield of the stars (0 def, 6 armour, 79 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 23% Changes stats: +4 Mag / +3 Cun / +3 Con Changes resistances: +13% acid / +12% light / +13% darkness Changes damage: +13% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
10 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. |
271 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. |
3 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. |
3 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kefast the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +20 (+10 eff.) Damage when hit (Melee): 6 mind Changes stats: +1 Str / +1 Wil Spell save: +6 (+3 eff.) Infravision radius: +1 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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Winterpiety' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes damage: +3% cold Critical mult.: +5.00% Psi when hit: +0.12 Maximum life: +22.00 Maximum stamina: +15.00 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chodohad =15oop=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +9% arcane / +6% blight Mental save: +6 (+3 eff.) Maximum mana: +40.00 Spellpower: +15 (+8 eff.) Light radius: +3 See stealth: +5 See invisible: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
CloudbloodPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% darkness / +15% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +5% light / +5% mind Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 4 turns and lighting up the area. All enemies effected will take 68.21 light damage. At talent level 3 you gain 14% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
FrozenbaitInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Changes resistances: +12% cold Changes damage: +6% arcane Physical save: +3 (+1 eff.) Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 63.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 63.21 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Radiancesting'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Con Physical save: +6 (+3 eff.) Stamina each turn: +3.00 Light radius: +4 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 172 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. |
Blazeoozer the steel torque of gale force [power 175] (13 cooldown) =15oop=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 13% for 2 turns. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Brightwrest the iron torque of mindblast [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +15% mind Changes damage: +12% fire It can be used to blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration 'Sootmire' [power 170] (13 cooldown) =30def=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +30 (+15 eff.) Changes resistances: +6% darkness / +3% light Spell save: +9 (+5 eff.) Poison immunity: +20% Healing mod.: +10% It can be used to fire a magical bolt dealing 170 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of lightning storm [power 122] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 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. |
7 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. |
5 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 Mind Time the Skeleton Mindslayer level 10
10th Flare 122nd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mind Time the Skeleton Mindslayer level 10
2nd Flare 122nd year of Ascendancy at 21:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mind Time the Skeleton Mindslayer level 20
58th Dusk 122nd year of Ascendancy at 05:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mind Time the Skeleton Mindslayer level 10
3rd Flare 122nd year of Ascendancy at 12:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mind Time the Skeleton Mindslayer level 10
12nd Dusk 122nd year of Ascendancy at 06:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mind Time the Skeleton Mindslayer level 18
44th Dusk 122nd year of Ascendancy at 14:27 see stats
Log
Lava floor burns Mind Time!
Paras the Bringer of Doom hits Mind Time for (21 to psi shield), (22 absorbed), 0 fire (0 total damage).
Lava floor heals Paras the Bringer of Doom!
Paras the Bringer of Doom uses Evasion.
Paras the Bringer of Doom tries to evade attacks.
Paras the Bringer of Doom receives 79 healing.
Lava floor heals Paras the Bringer of Doom!
Paras the Bringer of Doom casts Soul Rot.
Paras the Bringer of Doom's spell attains critical power!
Paras the Bringer of Doom receives 79 healing.
Your shield crumbles under the damage!
The shield around Mind Time crumbles.
Paras the Bringer of Doom's Soul Rot hits Mind Time for (31 to psi shield), (106 absorbed), 33 blight (33 total damage).
Lava floor burns Mind Time!
Paras the Bringer of Doom hits Mind Time for (21 to psi shield), 22 fire (22 total damage).
Paras the Bringer of Doom evades Mind Time.
Paras the Bringer of Doom evades Mind Time.
Mind Time's Beyond the Flesh misses Paras the Bringer of Doom.
Mind Time deactivates Forcefield.
Talent Kinetic Leech is ready to use.
Talent Rune: Shielding is ready to use.
Lava floor heals Paras the Bringer of Doom!
Paras the Bringer of Doom uses Steady Shot.
Paras the Bringer of Doom receives 79 healing.
Paras the Bringer of Doom deactivates Fearscape.
Paras the Bringer of Doom's Steady Shot hits Mind Time for 156 physical damage.
Mind Time the level 20 skeleton mindslayer was dissected to death by Paras the Bringer of Doom on level 1 of Fearscape.
You are brought back from the Fearscape!


















































































































