










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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 | Doomelf |
| Class | Corruptor |
| Level / Exp | 26 / 45% |
| Size | huge |
| Lifes / Deaths | Killed by Vemorak the wretch titan at level 26 on the 32nd Haze 122nd year of Ascendancy at 12:03 / 1 |
Primary Stats
| Strength | 50 (base 34) |
| Dexterity | 11 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 68 (base 57) |
| Willpower | 26 (base 13) |
| Cunning | 26 (base 21) |
Resources
| Life | -46/731 |
| Vim | 0/143 |
| Healing Factor | 1.1814285714285 |
| Regeneration | 16.835357142856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Stealth | 20.383229106296 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | -11 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 17% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Light | +22% |
| Blight | +27% |
| Darkness | +5% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Light | +10% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 30.551211628464 (74.117647058824%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 9 |
| Physical Save | 41 |
| Spell Save | 38 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | -10%( 70%) |
| Arcane | -13%( 70%) |
| Cold | + 26%( 70%) |
| All | -20%( 70%) |
| Lightning | -2%( 70%) |
| Physical | 0%( 70%) |
| Fire | 0%( 70%) |
| Nature | -12%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 20% |
| Confusion Resistance | 28% |
| Disarm Resistance | 22% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 227 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 190.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 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 546% 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 Dexterity stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Overkill |
| talent | Dark Ritual |
| talent | Blood Vengeance |
| talent | Bone Shield |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Vemorak the wretch titan) up to 15 times the normal amount of Vim. Bleak Outcome |
| detrimental effect | The target has been splashed with acid, taking 24.20 acid damage per turn, reducing armour by 16 and attack by 16. Acid Splash |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 failed to protect the lost defiler from death by Norgos, the Frozen. Escort: lost defiler (level 3 of Norgos Lair) | 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 |
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! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Deladokhad the Lustreblast (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +4 Wil / +3 Cun Changes damage: +12% mind / +9% light Physical save: +11 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Silence immunity: +20% Confusion immunity: +28% Stun/Freeze immunity: +25% Equilibrium when hit: +0.12 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Emirassra'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Changes stats: +10 Str / +4 Con Changes resistances: +8% blight / +2% physical Life regen: +6.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Ararehir' (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +12 Fatigue: +4% Changes stats: +4 Str / +5 Wil Changes resistances: +8% physical Changes damage: +21% acid Physical save: +7 (+2 eff.) Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of clairvoyance 'Frostspar' [power 9] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% cold Changes resistances penetration: +20% mind It can be used to reveal the area around you, dispelling darkness (radius 9, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +47.00 Maximum stamina: +13.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 16 light Changes stats: +5 Mag Changes damage: +13% light Stun/Freeze immunity: +30% Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted 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. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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 | Polemira (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+4 eff.) Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +27% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +12% Light radius: +3 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 97.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | 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. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+3 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 123.80 physical damage and knocking targets back 5 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. |
| Main armor | Xeryba the steel plate armour (10 def, 10 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+6 eff.) Fatigue: +22% Changes resistances: +30% acid / +6% physical / +6% fire / +15% cold / +5% lightning Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +6 (+2 eff.) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +22% Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
| Cloak | Falyvor the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +6% nature Teleport immunity: +20% Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Maximum life: +42.00 Maximum psi: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glowrip the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Changes stats: +2 Wil Changes resistances: +6% acid / +11% fire / +11% cold Changes resistances penetration: +10% light Changes damage: +15% acid Amulets can have magical properties. |
Inventory
regeneration infusion of the wizard (heal 373; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 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 nature talent. |
wild infusion of the duelist (res 17%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the sneak (range 5; phase 15; cd 19) 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: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 53; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
MayoldamaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes resistances: +6% blight Talent mastery: +0.28 Corruption / Blight Spell save: +15 (+5 eff.) Only die when reaching: -40.00 life Amulets can have magical properties. |
copper amulet of mastery (0.12 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Technique / Combat training Amulets can have magical properties. |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.starlit gold amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% light / +14% darkness Blindness immunity: +26% Amulets can have magical properties. |
steel amulet 'Glavena' =3con=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +10% mind / +6% temporal Changes resistances penetration: +5% acid Changes damage: +6% temporal Mental save: +5 (+2 eff.) Confusion immunity: +33% Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
wanderer's gold amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +5 Dex / +5 Cun / +3 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Chillmarrow the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 lightning / 6 cold Changes stats: +4 Dex / +5 Wil / +4 Cun Changes resistances: +6% cold Changes damage: +3% lightning Spellpower: +7 (+3 eff.) Mindpower: +13 (+6 eff.) Rings can have magical properties. |
Frigidsnake the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +25% cold Changes damage: +9% cold Life regen: +9.00 Equilibrium when hit: +0.16 Psi when hit: +0.12 Maximum life: +52.00 Mental crit. chance: +4% Healing mod.: +13% Rings can have magical properties. |
FrostburstPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 4 cold Changes resistances: +20% light / +9% cold Changes damage: +10% light / +12% cold Rings can have magical properties. |
Gunuldil =13blight=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 12 light Changes stats: +4 Mag Changes resistances: +13% blight / +9% light / +3% darkness Changes damage: +13% blight / +3% temporal / +11% light Mental save: +8 (+4 eff.) Disease immunity: +10% Confusion immunity: +24% Rings can have magical properties. |
SingeguileInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature / +9% light Changes resistances penetration: +5% lightning Changes damage: +3% fire / +10% nature / +3% light Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
copper quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% acid / +12% fire / +12% cold / +12% lightning Stun/Freeze immunity: +30% Rings can have magical properties. |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +8 Rings can have magical properties. |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Stun/Freeze immunity: +30% 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 121% 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. |
savage's steel ring =3con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Spell save: +10 (+4 eff.) Maximum stamina: +20.00 Rings can have magical properties. |
savior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
warrior's gold ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
blazebringer's dwarven-steel greatmaul of enduring (153% power, 2 apr) =10con=Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +40 fire When wielded/worn: Changes stats: +10 Wil / +10 Con Changes resistances penetration: +17% fire Maximum life: +52.00 Global speed: +2% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatsword of massacre (165% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 165% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel greatsword of erosion (149% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +9 (+9 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed swords. |
warbringer's dwarven-steel mace of enduring (129% power, 4 apr) =8con=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Wil / +8 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Maximum life: +17.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Issanarirach the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to reduce all saves and defense by 17 Damage (Ranged): +20 blight Damage (radius 2) on crit: +14 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Damage when hit (Melee): 4 mind Changes resistances: +9% blight Changes resistances penetration: +20% acid / +14% fire / +20% mind Global speed: +4% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +11% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Bilewinter (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +6% Effects on melee hit: * 20% chance to slow global speed by 42% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +4 Mag Changes resistances: +9% temporal Changes damage: +9% temporal / +30% physical Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Mana each turn: +0.29 Maximum mana: +177.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Emotira the ash starstaff (118% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 118% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +2 Wil / +3 Con Changes resistances penetration: +10% mind Changes damage: +12% physical / +19% darkness / +6% mind Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew vilestaff of illumination (120% power, 4 apr, fire 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: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Light radius: +3 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 97.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of the prodigy (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Mag / +7 Wil / +8 Cun Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of fate (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Islasetta (118% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness / +7 temporal Damage against: +10% Living When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +10 Changes stats: +1 Mag / +5 Wil / +1 Con Changes resistances: +11% temporal Changes resistances penetration: +20% blight / +8% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Oozetreason (121% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 17 Damage (Melee): +12 nature Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +11 (+11 eff.) Armour penetration: +10 Effects on melee hit: * 20% chance to slow global speed by 42% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +8% all Changes damage: +6% nature Infravision radius: +3 One-handed war axes. |
Blazerigor =9con=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Str / +2 Wil / +9 Con Changes resistances: +5% arcane Maximum encumbrance: +23 Light radius: +3 A belt that goes around your waist. |
Nerevea the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes resistances penetration: +10% mind Spell save: +6 (+2 eff.) Mental save: +8 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +49.00 A belt that goes around your waist. |
Tarremarath the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +12 Changes resistances: +9% acid / +9% fire / +9% temporal Changes resistances penetration: +5% acid It can be used to create a temporary shield that absorbs 203 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Xanasewen the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Changes resistances: +6% blight Changes damage: +12% acid Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Glaciermaim (2 def, 0 armour) =10str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +10 Str / +1 Wil / +1 Con Changes resistances penetration: +5% cold Reduces incoming crit damage: 15.00% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +7 (+2 eff.) Mental save: +8 (+4 eff.) 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. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mental save: +18 (+9 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +19% arcane Maximum mana: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of light (+27%) (0 def, 0 armour) =4con=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +27% light / +13% all Changes damage: +9% nature / +18% light Poison immunity: +32% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Zerinarildil the Naturestalker (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes resistances: +6% acid / +12% nature / +6% darkness Blindness immunity: +20% Pinning immunity: +20% Only die when reaching: -60.00 life Movement speed: +25% Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +6% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 58.94 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Blacksweep (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +7% cold Changes resistances penetration: +5% darkness / +10% lightning Changes damage: +3% light / +3% darkness Allows you to breathe in: water Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Cutherath (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Changes stats: +1 Con Changes resistances: +24% acid / +9% fire / +15% nature Changes damage: +16% acid / +3% physical Life regen: +2.00 A pointy cloth hat, very wizardly... |
Drihek (0 def, 1 armour) =8con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +8 Con Mana when firing critical spell: +2.00 Maximum vim: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Runoromilen the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Cun / +4 Wil Changes resistances: +18% lightning Changes damage: +12% lightning / +8% physical / +8% darkness / +10% temporal / +3% mind / +6% light Critical mult.: +10.00% Physical save: +5 (+2 eff.) Stun/Freeze immunity: +20% Teleport immunity: +10% Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
Smolderbliss the iron helm (5 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 2 acid / 2 fire Changes resistances: +3% all Changes damage: +27% acid Physical save: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turekalthohad the Sleetwilder (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 10 cold Changes stats: +3 Str Changes resistances: +6% acid Changes resistances penetration: +10% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +10 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Changes resistances: +17% cold / +12% light / +12% darkness A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+5 eff.) Ranged Defense: +8 (+5 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. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 87.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Shineblur (19/19, 138% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 138% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Damage (Ranged): +20 lightning / +12 mind / +20 light Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +16 lightning Arrows are used with bows to pierce your foes to death. |
5 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. |
368 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 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. |
shattering dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
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. |
Hathyrain the FrigidrainInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Changes resistances: +18% acid / +2% physical Changes damage: +6% cold Critical mult.: +10.00% Mental save: +8 (+4 eff.) Maximum stamina: +30.00 Light radius: +4 See stealth: +9 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.arcing pouch of steel shots of accuracy (15/17, 122% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Shots are used with slings to pummel your foes to death. |
cleansing iron torque of clear mind [power 1] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of gale force [power 220] (12/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 220 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of healing [power 176] (12/11 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 176 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Eilinatira' [power 44] (12/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% blight / +12% fire / +3% temporal Mental save: +6 (+3 eff.) Knockback immunity: +20% Maximum life: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yashmi the Doomelf Corruptor level 10
22nd Dusk 122nd year of Ascendancy at 08:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Yashmi the Doomelf Corruptor level 25
30th Haze 122nd year of Ascendancy at 21:39 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Yashmi the Doomelf Corruptor level 6
77th Pyre 122nd year of Ascendancy at 09:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yashmi the Doomelf Corruptor level 10
2nd Dusk 122nd year of Ascendancy at 10:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yashmi the Doomelf Corruptor level 20
58th Dusk 122nd year of Ascendancy at 01:38 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Yashmi the Doomelf Corruptor level 22
10th Haze 122nd year of Ascendancy at 17:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Yashmi the Doomelf Corruptor level 22
10th Haze 122nd year of Ascendancy at 17:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yashmi the Doomelf Corruptor level 10
3rd Dusk 122nd year of Ascendancy at 02:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Yashmi the Doomelf Corruptor level 7
8th Flare 122nd year of Ascendancy at 17:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yashmi the Doomelf Corruptor level 16
39th Dusk 122nd year of Ascendancy at 17:30 see stats
Log
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Vemorak the wretch titan uses Blinding Speed.
Vemorak the wretch titan speeds up.
Vemorak the wretch titan rushes out!
Vemorak the wretch titan performs a melee critical strike against Yashmi!
Yashmi shrugs off the critical damage!
Yashmi is covered in acid!
The powerful blow energizes Yashmi reducing their cooldowns!
Vemorak the wretch titan receives 12 healing from Ruin.
Vemorak the wretch titan hits Yashmi for (53 to bones), 0 physical, (61 to bones), 0 darkness, 27 blight, 24 light, (73 to bones), 0 darkness, (32 to bones), 0 blight, 84 light (135 total damage).
Acid Splash from Vemorak the wretch titan hits Yashmi for 18 acid damage.
--------------------------------
Yashmi casts Rune: Shielding.
A shield forms around Yashmi.
Yashmi casts Domination Hex.
Vemorak the wretch titan shrugs off Yashmi's 'Domination Hex'!
Vemorak the wretch titan uses Flurry.
Vemorak the wretch titan performs a melee critical strike against Yashmi!
Your shield crumbles under the damage!
The shield around Yashmi crumbles.
The powerful blow energizes Yashmi reducing their cooldowns!
Yashmi deactivates Corruption of the Doomed.
Yashmi turns into a dúathedlen!
The powerful blow energizes Yashmi reducing their cooldowns!
Vemorak the wretch titan is filled with dark power!
The powerful blow energizes Yashmi reducing their cooldowns!
Saving done.
Saving done.
Saving game...





















































































































