










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 21 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Saloma the giant army ant at level 21 on the 69th Haze 122nd year of Ascendancy at 19:30 / 1 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 74 (base 50) |
| Constitution | 20 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 39 (base 10) |
| Cunning | 51 (base 44) |
Resources
| Life | -109/633 |
| Mana | 0/365 |
| Stamina | 153/232 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 2.4458824925508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 37.953047061531 |
| See Invisible | 37.953047061531 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 58 |
| Crit Chance | 25% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 58 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +27% |
| Nature | +22% |
| Lightning | +4% |
| Mind | +51% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Light | +15% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 50 (68.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 27 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 11%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 11%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 12% |
| Fear Resistance | 100% |
| Stun Resistance | 80% |
| Poison Resistance | 100% |
| Pinning Resistance | 100% |
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 241 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 46 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within9 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 | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.6 Power cost: 13 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | brass lantern 'Daymonster'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid Changes damage: +6% mind / +9% light Critical mult.: +5.00% Poison immunity: +20% Stamina each turn: +3.00 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. |
| On head | Zubedarin the Blizzardglamour (0 def, 3 armour) =20 stun 15oop=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +11% blight / +3% fire / +3% cold Changes resistances penetration: +15% light Spell save: +3 (+1 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
| On hands | Flashblast the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Damage when hit (Melee): 6 light Changes resistances: +6% lightning Changes damage: +4% lightning / +3% light Maximum life: +60.00 When used to modify unarmed attacks: Power: 107% 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% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Glint's kiss' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +12% nature Changes resistances penetration: +15% physical Changes damage: +7% nature / +15% light Physical save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +9 (+3 eff.) Stun/Freeze immunity: +30% Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +16 Wil Changes resistances: +5% arcane Changes damage: +30% mind Mental save: +20 (+7 eff.) Stun/Freeze immunity: +30% Spellpower: +9 (+4 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Dradin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -4% Changes stats: +2 Str / +4 Dex / +2 Mag / +1 Wil / +3 Cun / +4 Con Changes resistances penetration: +5% physical Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +12% Life regen: +2.00 Stamina each turn: +0.30 Vim when firing critical spell: +2.00 Mindpower: +7 (+2 eff.) Movement speed: +10% Amulets make your neck look great! |
| In main hand | Blood-Letter (140% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| Around waist | BlacksmashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 darkness Changes stats: +10 Dex / +1 Mag / +4 Cun / +1 Con / +5 Lck Trap disarming bonus: +9 Stealth bonus: +6 Light radius: +3 Infravision radius: +5 A belt that goes around your waist. |
| In off hand | iron dagger 'Cloudwake' (98% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 light / +8 lightning Damage against: +5% Undead When wielded/worn: Changes resistances: +3% light / +6% nature Maximum life: +100.00 Sharp, short and deadly. |
| Cloak | thick cashmere cloak of the voidstalker (2 def, 7 armour) =WIN=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +11% temporal / +14% darkness / +16% cold Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 290; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 37; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
teleportation rune of the psychic (range 69; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. 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. |
copper amulet 'Airrage'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +30 (+12 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +1 Con Changes resistances penetration: +15% lightning Stamina each turn: +2.00 Amulets make your neck look great! |
copper amulet 'Uremarim'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Changes stats: +5 Con / +3 Mag Amulets make your neck look great! |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
MardyroddathelPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+3 eff.) Changes stats: +7 Str / +5 Dex / +2 Mag / +5 Con Spell save: +4 (+2 eff.) See invisible: +9 Rings make your fingers look great! |
Smearzephyr,Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Dex Changes resistances: +3% acid / +3% fire / +3% cold / +9% lightning Spell save: +3 (+1 eff.) Rings make your fingers look great! |
conjurer's copper ring =5m=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +2 Mag Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
Boltstrider the iron dagger (101% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 darkness Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances penetration: +5% lightning Disarm immunity: +25% Sharp, short and deadly. |
Stormquick the iron dagger (98% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Changes damage: +3% lightning / +9% mind Mindpower: +5 (+2 eff.) Sharp, short and deadly. |
Hurihell the Swampsting (146% power, 2 apr) =10m stats=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% 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: * 10% chance to slow global speed by 53% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Defense: +12 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +9 Str / +5 Dex / +10 Mag / +9 Wil / +12 Cun / +7 Con Changes resistances: +6% blight / +6% temporal Critical mult.: +19.00% Disarm immunity: +41% Massive two-handed swords. |
Duathelrain the iron longsword (103% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +4 Defense: +16 (+6 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
Elenyrachak the Shadowlace (101% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 2 darkness Changes resistances: +6% mind Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.cruel yew magestaff of illumination (120% power, 4 apr, cold element) Requires: - Magic 24 Infused by nature Crafted by a master 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: Defense: +8 (+3 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +8% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.32 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.magewarrior's short yew magestaff of greater warding (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Armour: +8 Defense: +6 (+2 eff.) Maximum wards: +3 lightning Changes damage: +20% lightning Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
RavenclashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +9% cold Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Velylaith the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -4% Changes resistances penetration: +10% temporal Critical mult.: +5.00% Maximum encumbrance: +24 A belt that goes around your waist. |
spiritwalker's rough leather belt of magery =7m=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +7 Mag Mana each turn: +0.10 Maximum mana: +25.00 Spell crit. chance: +3% A belt that goes around your waist. |
Brodunarimas (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances penetration: +5% physical Critical mult.: +15.00% Only die when reaching: -40.00 life Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nywyn the cashmere cloak (17 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +17 (+6 eff.) Changes stats: +4 Con Changes resistances: +9% cold Changes resistances penetration: +10% mind Life regen: +4.00 Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.Polyta the Morningbait (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +12 (+4 eff.) Damage when hit (Melee): 6 physical Changes resistances: +12% light / +6% mind Changes resistances penetration: +7% arcane Changes damage: +10% arcane Critical mult.: +21.00% Maximum mana: +24.00 Maximum stamina: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Porulethra' (2 def, 0 armour) =8m=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +8 Mag / +3 Wil / +3 Con Changes resistances penetration: +5% mind Physical save: +8 (+4 eff.) Maximum life: +42.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsream the woollen robe (0 def, 0 armour) =sleep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +12% darkness / +11% mind / +9% all Changes damage: +3% darkness / +9% fire Physical save: +10 (+5 eff.) Spell save: +26 (+13 eff.) Mental save: +37 (+13 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% 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. |
Freezesever the linen robe (2 def, 2 armour) =5cu=Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +5 Cun Changes resistances: +7% all Critical mult.: +5.00% Physical save: +16 (+8 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berulekath the Infernobliss (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 24% Damage when hit (Melee): 6 acid Changes stats: +4 Con / +3 Wil Changes resistances: +3% fire Changes resistances penetration: +10% acid / +7% physical Changes damage: +3% fire Spellpower: +5 (+2 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Flashspawn (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Fatigue: +3% Changes stats: +1 Dex Changes resistances: +9% lightning Changes resistances penetration: +15% physical Critical mult.: +15.00% Mental save: +9 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layonor the Healshine (0 def, 3 armour) =8co=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +3 Str / +8 Con Changes resistances: +6% acid Changes resistances penetration: +25% nature Reduces incoming crit damage: 10.00% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.3 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Bregehell' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: -2% Changes stats: +2 Dex Changes resistances: +6% fire Changes resistances penetration: +25% physical Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Knockback immunity: +20% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Armylar (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid Changes damage: +11% acid Physical save: +9 (+4 eff.) Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
Ivybreth (2 def, 0 armour) =6co=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +30 (+12 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Wil / +5 Cun / +6 Con Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Skywitch the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +4 Con Changes resistances: +9% blight / +12% lightning Changes resistances penetration: +10% lightning / +20% temporal Changes damage: +9% lightning A cap made of leather. |
linen wizard hat 'Layiwe' (1 def, 0 armour) =5c 5cu=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +5 Cun / +5 Con Changes resistances: +3% lightning Mental save: +7 (+3 eff.) Hate when firing a critical mind attack: +1.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing cashmere wizard hat (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Physical save: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of temporal resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +4 Wil Changes resistances: +15% temporal Mental save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather armour of the deep (3 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
troll-hide rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Life regen: +4.00 Maximum life: +32.00 Healing mod.: +10% A suit of armour made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
170 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. |
4 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. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 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. |
2 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. |
Venombolt the iron pickaxe (dig speed 36 turns) =3m=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag Changes resistances: +11% nature Changes damage: +12% nature Reduces incoming crit damage: 10.00% Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Pitchgash' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +11% nature / +1% physical Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
4 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glitterrot'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +9% mind Mental save: +6 (+2 eff.) Maximum life: +40.00 Maximum hate: +2.00 Mental crit. chance: +3% 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. |
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 (+4 eff.) Mindpower: +5 (+2 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 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 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 10 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. |
2 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 (3/3)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 131 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. |
overpowered elm totem of healing [power 164] (14 cooldown) =heal=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 164 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
9 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. |
6 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. |
3 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 Mystic Cunning is 10/10 the Skeleton Rogue level 10
61st Dusk 122nd year of Ascendancy at 02:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
1st Flare 122nd year of Ascendancy at 08:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mystic Cunning is 10/10 the Skeleton Rogue level 20
41st Haze 122nd year of Ascendancy at 05:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
1st Flare 122nd year of Ascendancy at 08:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mystic Cunning is 10/10 the Skeleton Rogue level 10
73rd Dusk 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mystic Cunning is 10/10 the Skeleton Rogue level 15
8th Haze 122nd year of Ascendancy at 17:38 see stats
Log
Poison from Mystic Cunning is 10/10 hits Zubareba the thief for 2 nature damage.
Saloma the giant army ant deactivates Kinetic Aura.
Mystic Cunning is 10/10 reacts to damage from Saloma the giant army ant, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Mystic Cunning is 10/10 crumbles.
Mystic Cunning is 10/10 is knocked back!
Mystic Cunning is 10/10 reacts to an attack from Thought-forged bowman's Steady Shot, mitigating the blow!.
Thought-forged bowman's Steady Shot hits Mystic Cunning is 10/10 for (30 reacted , -4 stam), 107 physical (107 total damage).
Saloma the giant army ant hits Mystic Cunning is 10/10 for (51 reacted , -4 stam), (56 absorbed), 126 physical (126 total damage).
Mystic Cunning is 10/10 is less vulnerable.
Talent Dual Strike is ready to use.
Restless Night from Saloma the giant army ant hits Mystic Cunning is 10/10 for 23 mind damage.
LIFE LOST WARNING!
Mystic Cunning is 10/10 is confused and fails to use Rogue's Brew.
Thought-forged bowman uses Crippling Shot.
Mechanical Arms misses Mystic Cunning is 10/10.
Minotaur of the Labyrinth uses Crush.
Minotaur of the Labyrinth misses Mystic Cunning is 10/10.
Saloma the giant army ant converts some damage to Psi!
Poison from Mystic Cunning is 10/10 hits Saloma the giant army ant for (1 to psi shield), 1 to psi, 1 nature (2 total damage).
Poison from Mystic Cunning is 10/10 hits Minotaur of the Labyrinth for 2 nature damage.
Poison from Mystic Cunning is 10/10 hits Zubareba the thief for 3 nature damage.
Zubareba the thief casts Netherblast.
Zubareba the thief is wasting away!
Mystic Cunning is 10/10 is wasting away.
Saloma the giant army ant uses Mind Sear.
Mystic Cunning is 10/10 reacts to damage from Saloma the giant army ant, mitigating the blow!.
Saloma the giant army ant hits Mystic Cunning is 10/10 for (47 reacted , -4 stam), 156 mind (156 total damage).
Mystic Cunning is 10/10 the level 21 skeleton rogue was psyched to death by Saloma the giant army ant on level 2 of The Maze.















































































































