












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! New Alchemist 1.7.2Full remake of Alchemist and gems: Changes for gems: Remake of Golem: 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:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Items Vault 1.7.0Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | New Alchemist |
| Level / Exp | 28 / 28% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 28 on the 80th Haze 122nd year of Ascendancy at 02:00 / 1 |
Primary Stats
| Strength | 111 (base 60) |
| Dexterity | 69 (base 60) |
| Constitution | 65 (base 60) |
| Magic | 79 (base 60) |
| Willpower | 87 (base 60) |
| Cunning | 91 (base 60) |
Resources
| Life | -173/946 |
| Mana | 220/813 |
| Stamina | 278/373 |
| Positive | 101/131 |
| Healing Factor | 1.2541355335885 |
| Regeneration | 17.770422568897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5.4073450074802 |
| Infravision | 10 |
| See Stealth | 89.706467793611 |
| See Invisible | 89.70646779361 |
Offense: Mainhand
| Damage | 238 |
| Accuracy | 64 |
| Crit Chance | 29% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Lightning | +20% |
| Light | +3% |
| Cold | +63% |
| Darkness | +60% |
| Arcane | +15% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Light | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 57 (74.708763900747%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 51 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 70%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 64%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 48%( 70%) |
| Physical | + 38%( 70%) |
| Lightning | + 59%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
| Silence Resistance | 23% |
| Stun Resistance | 70% |
| Poison Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 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 413 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 165 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Elemental alchemy | 1.61 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Alchemy potions | 1.30 |
| 5/1 |
| 5/1 |
| 0/1 |
| 5/1 |
| 0/1 |
| 5/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| Spell / Gem spell | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explostion-control | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.61 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Doomelf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of iron boots of phasing (0 def, 3 armour)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: +2 Mag / +2 Wil Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Windborne AzuriteRequires: - Gem related talents Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
| Light source | Silaleta the FlashdreamInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Defense: +25 (+6 eff.) Changes resistances: +17% temporal / +22% darkness / +9% fire / +5% arcane / +12% nature Changes resistances penetration: +15% light Light radius: +4 It can be used to Unleash a cascade of electricity, inflicting 167.04 Lighting damage in radius 4 (based on Dexterity). Creatures in the area also either dazed or take 87.0 Haywire damage for 6 turns Activation costs 17 power out of 30/30. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +30% Stun/Freeze immunity: +50% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 27 power out of 37/80) : Effective talent level: 3.5 Power cost: 27 out of 37/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 53 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| Tool | Sigil of the Enclave Sigil of the EnclavePowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Str Talent masteries: +0.12 Steamtech / Mechstar +0.11 Spell / Staff combat +0.11 Spell / Elemental alchemy +0.12 Chronomancy / Spacetime Weaving Talents granted: +1 Citadel +1 Slayer +1 Willbreaker Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
| On fingers | solipsist's gold ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances: +15% acid / +16% fire / +13% lightning / +15% cold Mindpower: +8 (+1 eff.) Rings make your fingers look great! |
| On fingers | Lustresquall0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 8 dark light Damage (Ranged): 9 molten rock Damage when hit (Melee): 4 arcane Changes resistances: +6% light / +15% temporal Changes damage: +3% light Physical save: +9 (+3 eff.) Poison immunity: +20% Disarm immunity: +20% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +14 Fatigue: -10% Changes resistances: +5% all Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Glanor the Charquill (33-39 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 22% chance to reduce all saves and defense by 46 Changes resistances: +18% fire Changes damage: +35% fire / +33% physical Talent granted: +1 Command Staff Spell save: +20 (+6 eff.) Vim when firing critical spell: +2.27 Spellpower: +47 (+9 eff.) Spell crit. chance: +4% Light radius: +3 Damage Shield penetration: +34% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Cun, 80% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 12 power out of 30/30) : Effective talent level: 4.5 Power cost: 12 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 38.00 mind and 60.80 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 39% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 39. Terrified: Deals 9.50 mind and 15.20 darkness damage per turn and increases cooldowns by 61%. Haunted: Causes the target to suffer 14.66 mind and 23.46 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Main armor | Bindings of Eternal Night (12 def, 22 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. When wielded/worn: Armour: +22 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% darkness / +30% blight / -10% fire / -10% light / +5% all Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 27 power out of 38/80) : Effective talent level: 3.5 Power cost: 27 out of 38/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 7 turns. The shroud causes 55.50 darkness damage each turn, reduces light radius by 3, and darkness resistance by 34% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
| Cloak | glorious cashmere cloak of mindcraft (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Wil / +4 Cun / +4 Con Talent granted: +3 Glorious Presence Reduces incoming crit damage: 23.00% Mental crit. chance: +6% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 30.0% chance for an additional save against it and 50.2 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Balezilaneg the ArcwardCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +9 Mag Changes resistances: +15% lightning / +19% physical / +15% nature Mental save: +18 (+6 eff.) Life regen: +12.92 Spellpower on spell critical (stacks up to 3 times): +14 Maximum life: +177.99 Maximum mana: +140.00 Spellpower: +35 (+7 eff.) Amulets make your neck look great! |
Inventory
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of mastery (0.13 Spell / Advanced-golemancy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.13 Spell / Advanced-golemancy Life regen: +1.00 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Kindlemistress the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str / +8 Dex Changes resistances penetration: +20% light Critical mult.: +20.00% Physical save: +12 (+4 eff.) Amulets make your neck look great! |
Smearshear the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +15% lightning Changes resistances penetration: +15% nature / +20% mind Changes damage: +15% nature / +6% mind Stun/Freeze immunity: +27% Amulets make your neck look great! |
riftstone gold amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% mind / +7% temporal Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Psi when firing a critical mind attack: +4.00 Maximum mana: +20.00 Maximum psi: +8.00 Amulets make your neck look great! |
manafused copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 arcane / 5 cold Changes stats: +2 Mag Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
Eclipseedge (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes stats: +5 Dex / +5 Mag / +2 Cun Changes damage: +15% darkness / +15% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Khelugorn (20-24 power, 4 apr, fire element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: +6 (+1 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Con Changes resistances: +5% arcane Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +6% Light radius: +3 See invisible: +12 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.5 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 7 that illuminates the area and deals 174.37 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. |
Nerura the Glacierriver (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances penetration: +10% light Changes damage: +21% lightning / +21% cold / +20% arcane / +6% light Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
Porovea the Frozenmoon (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +20% nature Changes resistances penetration: +40% cold Changes damage: +20% arcane Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Blindness immunity: +20% Poison immunity: +20% Spellpower: +9 (+1 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Shimmermaster the yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil 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: +15 (+4 eff.) Changes damage: +9% lightning / +20% fire / +21% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Life regen: +4.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Duskmaim (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 37% Changes stats: +5 Con Changes resistances: +3% darkness Changes damage: +30% lightning / +9% temporal / +3% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Life regen: +0.90 Spellpower: +23 (+4 eff.) Spell crit. chance: +17% Healing mod.: +25% Reduces paradox anomalies(equivalent to willpower): +20 Talent on hit(spell): Flame (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
sigiled voratun battleaxeRequires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Weapon Damage: PHYSICAL, fire |
Heatrune (28-39 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Haywire, causing 229 Lightning damage over 5 turns and giving them a 33% chance to fail using talents. When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Dex / +16 Wil / +5 Cun / +10 Con Changes damage: +17% lightning / +21% fire Mindpower: +13 (+2 eff.) See invisible: +35 One-handed war axes. |
Oathblade (23-32 power, 0 apr) Oathblade (23-32 power, 0 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 30% Dex, 70% Mag, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% Block value: +22 Damage (radius 1) on hit: +4 physical Damage conversion: 14% light When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +9% darkness Changes damage: +12% physical Talents granted: +1 Lightbound Oath +1 Block Confusion immunity: +10% Stamina when hit: +1.60 This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 40% chance to parry attacks, reducing damage taken by up to 25% and deal 258% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of venom (20/20, 31-43 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20%% chance of failure. Damage is based on Cunning. Arrows are used with bows to pierce your foes to death. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
warded stralite shield of perseverance (0 def, 16 armour, 48-57 power, 138 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +16 Fatigue: +8% On shield block: * 25% chance on block to increase the duration of your buffs by 4 (up to double current duration). Maximum wards: +6 lightning / +6 temporal / +7 darkness / +7 fire / +6 nature / +6 blight / +7 cold / +7 arcane / +6 light Talents granted: +1 Ward +1 Block Maximum life: +75.00 Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-57 power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Scorchblast the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +17% darkness / +16% fire / +11% mind / +9% all Changes damage: +11% fire Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +38 (+12 eff.) Mindpower: +3 (+0 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. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 29 power out of 50/50) : Effective talent level: 2.5 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
elven-silk robe 'Sleetparry' (40 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +40 (+9 eff.) Effects on melee hit: * 29% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +13 Str / +7 Con Changes resistances: +15% all Changes damage: +21% cold / +30% arcane / +15% physical Critical mult.: +29.60% Physical save: +26 (+9 eff.) Maximum mana: +74.00 Maximum stamina: +44.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of Angolwen (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Changes stats: +4 Mag / +5 Wil Changes resistances: +20% all Changes damage: +23% arcane Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +67.00 Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% acid / +16% physical / +15% fire / +15% cold / +15% all Changes damage: +17% acid / +18% physical / +10% fire / +17% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +25 (+8 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stralite mail armour 'Arcmonster' (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +16 Defense: +4 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +8 Wil Changes resistances: +9% acid / +11% physical / +21% darkness / +19% blight / +10% fire / +17% lightning / +11% cold Changes damage: +15% all Equilibrium when hit: +0.12 Maximum life: +52.00 Spell crit. chance: +5% Mental crit. chance: +7% Light radius: +2 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 29 power out of 80/80) : Effective talent level: 4.5 Power cost: 29 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 81.84 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
insulating rough leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +6% fire / +5% cold Spell crit. chance: +3% A belt that goes around your waist. |
Shockwrest the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 22% chance to slow global speed by 75% Changes resistances: +18% lightning / +12% cold Changes resistances penetration: +28% lightning Changes damage: +30% lightning / +21% mind Physical save: +11 (+4 eff.) Mindpower: +28 (+5 eff.) A belt that goes around your waist. |
Flameknight the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +30 (+4 eff.) Defense: +1 (+0 eff.) Changes resistances penetration: +25% fire Changes damage: +15% arcane Physical save: +6 (+2 eff.) Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Manidig' (2 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +16 (+4 eff.) Damage when hit (Melee): 6 temporal Changes stats: +2 Str Changes resistances: +9% temporal / +15% mind / +15% cold Change telepathy range by : +13 Grants telepathy: Elemental Disease immunity: +20% Healing mod.: +22% Reduce all damage from unseen attackers: 22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
celestial cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 9 light Changes resistances: +14% lightning Changes resistances penetration: +8% fire Changes damage: +10% lightning Critical mult.: +15.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
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 (+1 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 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 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. |
Layussra the hardened leather gloves (5 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 4 nature / 5 fire Changes stats: +1 Cun Changes resistances: +10% darkness / +6% acid Changes damage: +3% nature / +5% fire Physical save: +6 (+2 eff.) Life regen: +1.50 Stamina each turn: +0.50 Psi each turn: +0.14 Infravision radius: +1 When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +6 darkness Damage conversion: 10% nature / 10% fire It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 4.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 309.05 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
eldritch cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mana each turn: +0.80 Mana when hit: +1.00 Maximum mana: +48.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 23 cooldown : Effective talent level: 3.5 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Hellvagrant (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage when hit (Melee): 4 mind Changes resistances: +12% fire / +16% cold Changes resistances penetration: +15% fire Changes damage: +3% fire / +6% mind / +11% cold A pointy cloth hat, very wizardly... |
Bethadhebeth the Growthpyre (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 75% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% fire / +24% darkness / +20% nature Changes resistances penetration: +25% fire Changes damage: +16% darkness / +6% temporal A pointy cloth hat, very wizardly... |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 26 power out of 45/45) : Effective talent level: 4.5 Power cost: 26 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 230.51 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
2 citrineRequires: - Gem related talents 0.00 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zirconRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +10 When used to imbue an object: Armour: +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 opalRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes resistances: +30% lightning When used to imbue an object: Changes resistances: +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnetRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +6% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +6% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 topazRequires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amethystRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Casting speed: +10% When used to imbue an object: Casting speed: +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 onyxRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Healing mod.: +20% When used to imbue an object: Healing mod.: +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 lapis lazuliRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Mana each turn: +2.00 When used to imbue an object: Mana each turn: +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 rubyRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +9% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +9% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartzRequires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 emeraldRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Changes resistances: +5% all When used to imbue an object: Changes resistances: +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 amberRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Mana when firing critical spell: +8.00 When used to imbue an object: Mana when firing critical spell: +8.00 When used as an alchemist bomb: Mana regain 60 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 turquoiseRequires: - Gem related talents 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes resistances penetration: +12% all When used to imbue an object: Accuracy: +12 (+3 eff.) Changes resistances penetration: +12% all When used as an alchemist bomb: 50% chance to disarm Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bloodstoneRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 sapphireRequires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Defense: +16 (+4 eff.) Physical save: +16 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+6 eff.) When used to imbue an object: Defense: +16 (+4 eff.) Physical save: +16 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+6 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 jadeRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 diamondRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Movement speed: +25% When used to imbue an object: Movement speed: +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
fire opalRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstoneRequires: - Gem related talents 0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) When used to imbue an object: Defense: +20 (+5 eff.) Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
52 alchemist lapis lazuliRequires: - Gem related talents 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 40 Gems can be sold for money or used in arcane rituals. |
SparkweeperPowered by steamtech 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 lightning Changes resistances: +15% lightning Changes resistances penetration: +15% arcane / +15% light 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. |
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.(140 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Astrion's Eye Astrion's EyeInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 10 frost burn Damage (Ranged): 12 frost burn Changes stats: +2 Str Changes damage: +12% nature Damage against: +9% Elemental Damage affinity(heal): +7% cold Physical save: +7 (+2 eff.) Light radius: +3 Healing mod.: +15% It can be used to Unleash a cascade of electricity, inflicting 148.80 Lighting damage in radius 3 (based on Dexterity). Creatures in the area also either dazed or take 77.5 Haywire damage for 4 turns Activation costs 17 power out of 30/30. A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Brand of the Pyrophage Brand of the PyrophagePowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire burn Changes stats: +3 Cun / +4 Dex Changes resistances: +7% fire burn / +7% fire Changes resistances penetration: +6% fire Talent granted: +1 Combust Light radius: +3 Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 39 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 39.5% and life regen by 11.85 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
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. |
Zeruvon the Hailspire (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Wil Changes resistances: +8% darkness / +8% fire Changes damage: +12% cold Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+2 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 115 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. |
extending yew totem of healing [power 284] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Sulfurpeal [power 266] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Changes stats: +2 Str Changes resistances penetration: +15% darkness Changes damage: +12% darkness Infravision radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (319 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Doomie the Doomelf New Alchemist level 23
66th Haze 122nd year of Ascendancy at 01:48 see stats
Hell has no fury like a demon scorned! (Madness (Roguelike) difficulty)
Escaped the Searing Halls.By Doomie the Doomelf New Alchemist level 6
77th Pyre 122nd year of Ascendancy at 20:17 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Doomie the Doomelf New Alchemist level 10
15th Dusk 122nd year of Ascendancy at 22:19 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Doomie the Doomelf New Alchemist level 20
61st Dusk 122nd year of Ascendancy at 11:44 see stats
Once bitten, twice shy (Madness (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Doomie the Doomelf New Alchemist level 26
68th Haze 122nd year of Ascendancy at 12:16 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doomie the Doomelf New Alchemist level 22
4th Haze 122nd year of Ascendancy at 15:33 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Doomie the Doomelf New Alchemist level 19
59th Dusk 122nd year of Ascendancy at 23:59 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Doomie the Doomelf New Alchemist level 12
21st Dusk 122nd year of Ascendancy at 04:04 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Doomie the Doomelf New Alchemist level 9
2nd Mirth 122nd year of Ascendancy at 11:44 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Doomie the Doomelf New Alchemist level 9
4th Mirth 122nd year of Ascendancy at 20:33 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Doomie the Doomelf New Alchemist level 22
39th Haze 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doomie the Doomelf New Alchemist level 12
18th Dusk 122nd year of Ascendancy at 09:48 see stats
Log
Xigama the elven cultist's Netherblast hits Doomie for (65 flat reduction), 78 temporal, (65 flat reduction), 41 darkness (119 total damage).
Adeba the elven warrior's Fugue Clone notices you at the last moment!
Adeba the elven warrior's Fugue Clone shares damage with his fugue clones!
One with Gem hits Adeba the elven warrior's Fugue Clone for (40 dissipated) damage.
Doomie casts Throw Bomb.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Your corruption explodes around elven cultist!
Adeba the elven warrior's Fugue Clone shares damage with his fugue clones!
Corruption of the Doomed hits Elven cultist for 433 darkness damage.
Corruption of the Doomed hits Adeba the elven warrior's Fugue Clone for (66 dissipated) damage.
Corruption of the Doomed hits Xigama the elven cultist for 418 darkness damage.
Adeba the elven warrior's Fugue Clone notices you at the last moment!
Adeba the elven warrior's Fugue Clone notices you at the last moment!
One with Gem hits Adeba the elven warrior's Fugue Clone for (35 dissipated), 83 physical, (36 dissipated), 84 physical, (18 dissipated), 43 cold, (4 dissipated), 9 darkness, (3 dissipated), 7 light, (56 dissipated), 131 darkness, (8 dissipated), 20 cold, (1 dissipated), 4 darkness, (1 dissipated), 3 light, (26 dissipated), 62 darkness (452 total damage).
Adeba the elven warrior's Fugue Clone is free from the abyss.
Elven blood mage is free from the abyss.
Elven blood mage is no longer in despair
Elven warrior is no longer haunted
Xigama the elven cultist loses 53 health to the entropy.
Xigama the elven cultist is no longer invigorated.
Adeba the elven warrior's Fugue Clone uses Greater Weapon Focus.
Xigama the elven cultist casts Soul Rot.
Xigama the elven cultist's spell attains critical power!
Adeba the elven warrior's Fugue Clone retunes the fabric of spacetime.
Doomie's is vulnerable to attacks and effects!
Doomie is free from the prophecy.
Doomie is no longer out of phase.
The raging fire around Doomie calms down and disappears.













































































































































