









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 38 / 90% |
| Size | big |
| Lifes / Deaths | Killed by EvilTimeLord's Inner Demon at level 38 on the 27th Pyre 123rd year of Ascendancy at 19:58 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 75 (base 60) |
| Magic | 82 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 53 (base 36) |
Resources
| Life | -113/798 |
| Mana | 250/362 |
| Insanity | 3/100 |
| Positive | 0/141 |
| Healing Factor | 2.0679591836734 |
| Regeneration | 4.4461122448978 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | +16.028637809571% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | -9 |
| Infravision | 18 |
| See Invisible | 38 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 13 |
| Crit Chance | 29% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 47% |
| Speed | 0.86185619246967 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +13% |
| Arcane | +3% |
| Mind | +27% |
| All | 0% |
| Lightning | +10% |
| Light | +8% |
| Temporal | +50% |
| Darkness | +36% |
| Physical | +30% |
| Fire | +12% |
| Nature | +8% |
Offense: Damage Penetration
| Lightning | +15% |
| Temporal | +22% |
| Blight | +15% |
| Physical | +8% |
| Mind | +45% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 86.305527909802 (80%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 3 |
| Physical Save | 53 |
| Spell Save | 38 |
| Mental Save | 48 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 30%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 75%) |
| Darkness | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 13%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 50% |
| Silence Resistance | 62% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 29 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 497 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Madness | 1.59 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Chant of Fortitude |
| talent | Twofold Curse |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Grand Oration |
| talent | Atrophy |
| detrimental effect | The target is doomed to treason. Each turn they have a 2% chance to attack an adjacent creature. If no creatures are adjacent they will attack themself. Prophecy of Treason |
| detrimental effect | The target is lost in a nightmare that deals 42.28 mind damage each turn and has a 41% chance to cause a random detrimental effect. Waking Nightmare |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 37%. Nihil |
| detrimental effect | The target is wasting away from entropic forces, taking 38 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases spellcast speed by 16%. 4 Temporal Feast |
| detrimental effect | The target has 5 reduced saves and defense, and 5% reduced critical chance. 5 Jinx |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | The target is doomed to madness. All talent cooldowns are increased by 51%. Prophecy of Madness |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| beneficial effect | The target has 27 increased saves and defense, 18% increased critical chance, and 10% chance to avoid all damage. 9 Jinx |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Neruthra the armoured skeleton warrior. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 234. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 ritch stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Deluroldir the Flashhunter (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +9 Str / +9 Con Changes resistances: +9% lightning / +13% fire / +6% mind / +13% cold Changes resistances penetration: +15% lightning / +20% mind Changes damage: +7% physical Silence immunity: +35% Confusion immunity: +40% Stun/Freeze immunity: +40% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Velybreda the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% mind / +9% temporal Changes damage: +30% temporal Light radius: -8 Infravision radius: +5 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 | Dourquell of the Blightspawn (6 def, 17 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +4 Dex / +4 Wil / +4 Cun / -4 Con Changes resistances: +5% all / +3% physical Physical save: +8 (+3 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Duskwake the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +5 Str Changes resistances: +12% nature Changes damage: +8% nature / +12% physical Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Maximum stamina: +15.00 Healing mod.: +45% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | PorurabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +5 Dex / +10 Mag / +7 Cun / +10 Con Infravision radius: +3 Rings can have magical properties. |
| Around waist | EmelevenaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% mind / +6% blight Changes resistances penetration: +15% blight / +15% mind Changes damage: +27% mind Life regen: +1.90 Healing mod.: +22% A belt that goes around your waist. |
| In main hand | Zaromikan the yew magestaff (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Damage (Melee): 36 fire Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +3% arcane / +20% darkness Talent granted: +1 Command Staff Critical mult.: +44.00% Spellpower: +17 (+4 eff.) Spell crit. chance: +8% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 23.25 to 69.75 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Carrionwill (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Mag / +4 Wil / +2 Cun Changes resistances: +6% nature Changes resistances penetration: +8% physical / +7% temporal Changes damage: +11% physical / +10% temporal / +8% light / +6% darkness Reduces incoming crit damage: 10.00% Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+4 eff.) Spell crit. chance: +7% See invisible: +12 Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Brodolelar' (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +3% fire / +6% temporal Changes damage: +3% blight Physical save: +8 (+3 eff.) Mental save: +10 (+4 eff.) Mana each turn: +0.20 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glukira the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +6% nature / +6% darkness Changes damage: +10% blight / +12% fire Talent mastery: +0.29 Demented / Madness Critical mult.: +14.00% Physical save: +20 (+7 eff.) Blindness immunity: +25% Disease immunity: +10% Spellpower: +12 (+3 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+7 for 9 turns, die at -314) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 38 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -314 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+6 for 11 turns, die at -269) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -269 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+9 for 10 turns, die at -484)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -484 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (686% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the duelist (heal 266 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 441 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 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 ability. |
regeneration infusion of the wizard (heal 654 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 654 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 7; power 21; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Inflicts 133.15 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 10; power 28; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 299 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 299 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the duelist (absorb 404 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 54) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Strength 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 ability. |
Bileream the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +13 Changes resistances: +34% fire / +12% nature / +28% cold Changes resistances penetration: +5% lightning Changes damage: +3% nature Critical mult.: +13.00% Amulets can have magical properties. |
ElenydosinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +6 (+3 eff.) Damage when hit (Melee): 20 blight Changes stats: +2 Dex / +3 Mag / +6 Con Changes damage: +6% physical Physical save: +10 (+4 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +36.00 Amulets can have magical properties. |
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 (+6 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. |
GlintbreacherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +10 Mag Changes damage: +9% light / +6% blight Spell save: +9 (+4 eff.) Spell crit. chance: +1% Amulets can have magical properties. |
Glyth the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +7 Cun / +10 Con Changes resistances: +19% fire / +24% mind / +25% cold Mental save: +30 (+10 eff.) Confusion immunity: +40% Life regen: +1.10 Stamina each turn: +0.90 Maximum psi: +20.00 Mental crit. chance: +2% Infravision radius: +3 Movement speed: +10% Amulets can have magical properties. |
Manukor the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 temporal Changes stats: +5 Dex / +5 Wil / +5 Cun / +5 Con Changes damage: +6% arcane Spell save: +39 (+14 eff.) Life regen: +0.60 Stamina each turn: +0.50 Spell crit. chance: +4% Movement speed: +10% Amulets can have magical properties. |
SparkradianceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +3% temporal Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+4 eff.) Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
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 (+3 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... |
WretchreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 fire Changes resistances: +16% mind Changes resistances penetration: +10% nature Changes damage: +15% fire Confusion immunity: +35% Amulets can have magical properties. |
insulating gold amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +10% cold / +13% fire Amulets can have magical properties. |
steel amulet 'Velodhenne'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Changes stats: +4 Str / +5 Mag Changes resistances cap: +4% all Changes resistances penetration: +15% arcane Grants telepathy: Demon/Minor Demon/Major Physical save: +10 (+4 eff.) Infravision radius: +3 Amulets can have magical properties. |
warrior's copper amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Adorin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +10 Str / +8 Con Changes resistances: +4% physical Changes damage: +12% physical Maximum psi: +40.00 Rings can have magical properties. |
ArathraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +9 Cun Changes resistances: +3% mind Grants telepathy: Humanoid/Orc Mental save: +6 (+2 eff.) Confusion immunity: +23% Spellpower: +7 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
GofangPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+5 eff.) Changes stats: +2 Wil Changes resistances: +30% light Changes damage: +15% light Critical mult.: +10.00% Spell save: +10 (+4 eff.) Disarm immunity: +35% Pinning immunity: +42% Knockback immunity: +46% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +38.00 Spellpower: +15 (+4 eff.) Mindpower: +11 (+6 eff.) Rings can have magical properties. |
Polayara the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +7 Mag / +3 Wil Changes damage: +9% blight / +12% arcane Critical mult.: +15.00% Spell save: +8 (+3 eff.) Vim when firing critical spell: +2.00 Rings can have magical properties. |
Vilegore the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Mag / +3 Cun / +3 Con Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
Xida the PurehashCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+10 eff.) Physical crit. chance: +2.0% Armour: +4 Changes stats: +6 Dex / +6 Wil / +7 Cun / +4 Con Changes resistances penetration: +10% nature Physical save: +9 (+3 eff.) Disarm immunity: +36% Pinning immunity: +42% Knockback immunity: +41% Life regen: +0.20 Maximum life: +36.00 Mindpower: +10 (+5 eff.) Rings can have magical properties. |
ZanekaltholarCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+11 eff.) Armour penetration: +7 Armour: +6 Defense: +7 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +4 Dex Changes resistances: +3% cold / +6% temporal It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring 'Aduyarin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes stats: +6 Str / +10 Con Changes resistances penetration: +10% blight Changes damage: +3% blight Spell save: +15 (+6 eff.) Silence immunity: +21% Mana each turn: +0.15 Maximum stamina: +24.00 Rings can have magical properties. |
gold ring 'Blackwreath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Changes resistances penetration: +15% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mental crit. chance: +3% Rings can have magical properties. |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
steel ring 'Cobrawinnow'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +18% nature / +9% darkness Changes resistances penetration: +20% nature / +10% darkness Changes damage: +21% nature / +3% darkness Rings can have magical properties. |
steel ring 'Gloribeth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +7 (+3 eff.) Armour: +6 Changes resistances: +9% mind Changes damage: +5% all Critical mult.: +6.00% Stamina each turn: +0.80 Spellpower: +11 (+3 eff.) Mindpower: +11 (+6 eff.) Healing mod.: +20% Rings can have magical properties. |
steel ring 'Nakath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +15% mind / +15% fire / +5% arcane / +12% nature Physical save: +30 (+9 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +1.80 Rings can have magical properties. |
steel ring 'Siludhenor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +8 Mag Changes resistances: +6% blight Changes resistances penetration: +10% blight Critical mult.: +20.00% Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +15 (+4 eff.) Mindpower: +9 (+5 eff.) Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +25.00 Rings can have magical properties. |
warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Yveriabeth the vined mindstar (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% blight Changes damage: +5% nature Grants telepathy: Dragon Humanoid/Orc Disease immunity: +16% Maximum hate: +6.00 Maximum psi: +40.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.cruel yew vilestaff of illumination (120% power, 4 apr, acid 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of might (120% power, 4 apr, cold 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: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+7 eff.) Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +16 (+4 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone starstaff of might (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +62.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% 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. |
Porymiwen the WoevagrantCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 20 darkness Changes resistances: +18% fire Changes resistances penetration: +15% darkness Changes damage: +24% darkness / +6% fire Spell save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Shimmerwaker the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Con / +10 Wil Changes resistances: +6% light / +6% darkness Changes resistances penetration: +10% lightning A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Tarrudas Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Wil Mental save: +9 (+3 eff.) Silence immunity: +15% Stun/Freeze immunity: +15% Equilibrium when hit: +0.12 Psi when hit: +0.28 Maximum life: +81.00 A belt that goes around your waist. |
hardened leather belt 'Glowripper'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +7 Dex / +3 Con Mental save: +8 (+3 eff.) Mindpower: +4 (+2 eff.) See invisible: +6 A belt that goes around your waist. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Coalcrypt of the Blightspawn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * 23% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 12 blight Changes stats: +5 Str / +10 Mag / +10 Wil Changes resistances: +7% lightning / +16% fire / +6% cold / +6% blight Changes damage: +7% lightning / +29% fire / +6% physical / +8% cold Mana each turn: +0.10 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarrygohad the silk robe (6 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical power: +14 (+7 eff.) Defense: +6 (+3 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +7 Cun Changes damage: +13% all Critical mult.: +17.00% Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum stamina: +5.00 Spellpower: +14 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Phoenixmight' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +42% acid / +12% fire / +17% blight / +3% temporal Changes damage: +28% acid / +12% fire / +3% temporal Life regen: +4.00 Maximum life: +64.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeroruilathadig (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes damage: +12% physical Critical mult.: +9.00% Life regen: +1.60 Only die when reaching: -40.00 life Maximum life: +40.00 Infravision radius: +2 A pair of boots made of leather. |
pair of dwarven-steel boots 'Umbraborn' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature Changes resistances penetration: +25% darkness Changes damage: +27% darkness 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. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
Gloryvea the dwarven-steel gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 8 lightning Changes resistances: +6% lightning Changes damage: +5% lightning Mental save: +20 (+7 eff.) Silence immunity: +10% Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Xuvena (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 darkness Changes stats: +3 Str / +4 Mag / +4 Wil / +4 Con Changes resistances: +6% darkness / +5% arcane Changes resistances penetration: +10% acid Changes damage: +6% darkness / +5% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of archery (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +5 Armour: +2 Changes stats: +3 Str / +9 Dex / +7 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets of magic (+4) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +3 Mag / +2 Cun Changes damage: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Ivotha the 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.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal / +24% light / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +16% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Radhydil (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +11 Dex Cut immunity: +15% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samigar the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +5 Wil / +5 Cun Changes resistances: +2% physical / +21% light / +9% nature Changes resistances penetration: +10% arcane Changes damage: +14% light Spell save: +8 (+3 eff.) Confusion immunity: +5% Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.spiked steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Drerodan the cured leather armour (2 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +21% fire Life regen: +1.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +20% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows 'Samenaridar' (17/17, 156% power, 21 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 156% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +21 Crit. chance: +5.0% Capacity: 17 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1032 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. |
5 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. |
10 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 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
Wildwild the dwarven-steel pickaxe (dig speed 19 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +4 Str Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +6% nature Lowers spell cool-downs by: 10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe 'Flareworth' (dig speed 14 turns) Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str / +4 Mag Changes resistances: +15% blight / +3% fire Changes damage: +6% blight / +10% fire / +7% mind Mental save: +8 (+3 eff.) Maximum mana: +44.00 Spell crit. chance: +7% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
12 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 207.87 fire damage (based on Magic), costing 50 power out of 34/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
12 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. |
yew wand of firewall 'Olykan' [power 177] (10/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes resistances penetration: +10% temporal Changes damage: +15% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to creates a wall of flames lasting 4 turns (dealing 79 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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 EvilTimeLord the Cornac Cultist of Entropy level 8
1st Flare 122nd year of Ascendancy at 16:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By EvilTimeLord the Cornac Cultist of Entropy level 35
22nd Regrowth 123rd year of Ascendancy at 22:23 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By EvilTimeLord the Cornac Cultist of Entropy level 25
77th Dusk 122nd year of Ascendancy at 08:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By EvilTimeLord the Cornac Cultist of Entropy level 25
77th Dusk 122nd year of Ascendancy at 20:01 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By EvilTimeLord the Cornac Cultist of Entropy level 32
6th Allure 123rd year of Ascendancy at 22:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By EvilTimeLord the Cornac Cultist of Entropy level 34
13rd Regrowth 123rd year of Ascendancy at 19:17 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By EvilTimeLord the Cornac Cultist of Entropy level 35
27th Regrowth 123rd year of Ascendancy at 02:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By EvilTimeLord the Cornac Cultist of Entropy level 10
3rd Dusk 122nd year of Ascendancy at 00:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By EvilTimeLord the Cornac Cultist of Entropy level 20
55th Dusk 122nd year of Ascendancy at 15:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By EvilTimeLord the Cornac Cultist of Entropy level 30
7th Decay 122nd year of Ascendancy at 01:15 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By EvilTimeLord the Cornac Cultist of Entropy level 19
50th Dusk 122nd year of Ascendancy at 12:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By EvilTimeLord the Cornac Cultist of Entropy level 33
6th Regrowth 123rd year of Ascendancy at 01:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By EvilTimeLord the Cornac Cultist of Entropy level 11
7th Dusk 122nd year of Ascendancy at 00:39 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By EvilTimeLord the Cornac Cultist of Entropy level 31
5th Allure 123rd year of Ascendancy at 20:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By EvilTimeLord the Cornac Cultist of Entropy level 10
5th Dusk 122nd year of Ascendancy at 04:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By EvilTimeLord the Cornac Cultist of Entropy level 24
77th Dusk 122nd year of Ascendancy at 02:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By EvilTimeLord the Cornac Cultist of Entropy level 18
37th Dusk 122nd year of Ascendancy at 21:12 see stats
Log
EvilTimeLord is free from the nightmare.
EvilTimeLord loses 19 health to the entropy.
Nihil from EvilTimeLord's Inner Demon hits EvilTimeLord for 46 temporal damage.
Waking Nightmare from Nightmare horror hits EvilTimeLord for 40 darkness damage.
Something misses EvilTimeLord.
--------------------------------
EvilTimeLord casts Spatial Distortion.
Select a teleport location...
Something hits EvilTimeLord for 14 temporal, 13 darkness (27 total damage).
Something hits EvilTimeLord for 14 temporal, 14 darkness (28 total damage).
EvilTimeLord hits Something for 6 temporal, 4 darkness (10 total damage).
EvilTimeLord hits Something for 6 temporal, 4 darkness (10 total damage).
Something hits EvilTimeLord for 14 temporal, 12 darkness (26 total damage).
EvilTimeLord succumbs to the nightmare!
EvilTimeLord loses 27 health to the entropy.
EvilTimeLord recovers sight.
Nihil from EvilTimeLord's Inner Demon hits EvilTimeLord for 46 temporal damage.
Waking Nightmare from Nightmare horror hits EvilTimeLord for 40 darkness damage.
--------------------------------
Herald of oblivion resists the knockback!
Entropic maw uses Grasping Tendrils.
Herald of oblivion shrugs off the effect 'Abyssal Shroud'!
EvilTimeLord shrugs off the effect 'Abyssal Shroud'!
Nightmare horror's abyssal darkness area effect hits EvilTimeLord for 32 darkness damage.
Nightmare horror's abyssal darkness area effect hits Herald of oblivion for 0 darkness damage.
EvilTimeLord's Inner Demon's Reality Fracture hits EvilTimeLord for 14 temporal, 13 darkness (27 total damage).
EvilTimeLord's Inner Demon's Reality Fracture hits EvilTimeLord for 15 temporal, 13 darkness (27 total damage).
Saving game...



























































































































