












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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 | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 30 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Bethovea the snow giant boulder thrower at level 30 on the 27th Haze 123rd year of Ascendancy at 21:47 / 1 |
Primary Stats
| Strength | 44 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 56 (base 33) |
| Magic | 22 (base 15) |
| Willpower | 80.4 (base 60) |
| Cunning | 38 (base 33) |
Resources
| Psi | 0/321 |
| Mana | 503/626 |
| Equilibrium | 97 |
| Vim | 117/186 |
| Life | -3/843 |
| Positive | 23/117 |
| Stamina | 184/353 |
| Paradox | 2082 |
| Healing Factor | 1.5153097345133 |
| Regeneration | 15.228862831858 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +72.162008276913% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 20 |
| Crit Chance | 46% |
| APR | 31 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 20 |
| Crit Chance | 45% |
| APR | 28 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Darkness | +16% |
| Light | +6% |
| Mind | +34% |
| Blight | +10% |
| Physical | +22% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 38.099558159828 (35.629139072848%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 35.8 |
| Spell Save | 43 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 45%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 28%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
| Poison Resistance | 70% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 414% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Dream Forge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Resistance |
| talent | Infestation |
| talent | Psiblades |
| talent | Mitosis |
| talent | Kinetic Shield |
| talent | Forge Shield |
| talent | Reality Smearing |
| talent | Elemental Harmony |
| talent | Charged Shield |
| talent | Trained Reactions |
| talent | Beyond the Flesh |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 5.00, and stamina regeneration by 1.00. Bloodbath |
| beneficial effect | Absorbs 9 damage from the next blockable attack. Currently Blocking: Lightning, Physical. Forge Shield |
| detrimental effect | Damage received in the past is returned as 19.85 paradox damage per turn. Reality Smearing |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 98%. Exhaustion |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases all stats by 1. Elemental Harmony |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-39% global speed). Solipsism |
| detrimental effect | The target is in the center of a lightning hurricane, doing 71.09 to 213.27 lightning damage to itself and others around every turn. Hurricane |
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 successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 3 of Old Forest) | 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 Shardskin. * 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 ice 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
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 within19 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Getedil the Nightwake (49.5-79.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 15 bleeding, 56% reduced healing * cripple the target Damage Shield penetration (this weapon only): +45% Damage (Melee): +8 darkness When wielded/worn: Physical crit. chance: +30.0% Physical power: +16 (+5 eff.) Changes resistances: +10% blight Psi when hit: +0.04 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 Massive two-handed swords. It was hardened by the digestive sack. |
| On hands | Charsmash the iron gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 5 nature Damage when hit (Melee): 8 physical Changes stats: +1 Con Changes resistances: +6% nature Changes damage: +4% nature / +3% fire Maximum life: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Splendourrigor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes resistances: +6% light Changes resistances penetration: +10% mind Changes damage: +18% mind Maximum life: +47.00 Light 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 | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Glittertouch the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +2 Con Changes resistances: +5% cold / +7% fire Changes damage: +6% light / +6% mind Life regen: +1.80 Healing mod.: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | void yew wand of clairvoyance [power 11] (25/6 cooldown) =TRACK=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +1 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 11, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
| On fingers | Bleakwing the stralite ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +14 Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +24 Str / +14 Con Changes resistances: +12% nature Changes damage: +6% darkness Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Murkfury the steel amulet =speed=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +12 (+4 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +4 Cun Changes resistances: +3% darkness Changes damage: +12% physical Combat speed: +20% Amulets can have magical properties. |
| In main hand | Seeds of the Black Tree (17-18.7 power, 31 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 56% Wil, 42% Mag Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +31 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +8 Wil Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Mindpower: +17 (+5 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
| Around waist | 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. |
| In off hand | thorny mindstar 'Flameshaper' (8-8.8 power, 28 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 8.0 - 8.8 Uses stats: 56% Wil, 28% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +7 Wil Changes damage: +3% fire Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.90 Hate when firing a critical mind attack: +1.00 Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +11% 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. |
| Cloak | Brenorarion the Nightprophet (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +15% temporal Changes resistances penetration: +5% darkness Spell save: +3 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +3.00 Maximum life: +53.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 225)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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 psychic (624% speed; 5 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 332 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 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 sneak (heal 189 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 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 warrior (heal 286 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 462 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. 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. |
wild infusion of the psychic (resist 36%; cure mental, physical)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: 16 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 or physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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.wild infusion of the sneak (resist 20%; cure physical) 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: 16 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 20% for 6 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. |
BoltshearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +26% light / +10% darkness Changes resistances penetration: +20% lightning Blindness immunity: +20% Light radius: +3 Amulets can have magical properties. |
Vipermalice the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +23% mind / +6% nature Changes resistances penetration: +25% nature / +15% mind Changes damage: +27% nature Confusion immunity: +31% Amulets can have magical properties. |
grounding copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
stabilizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +40% Pinning immunity: +23% Knockback immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 220 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Torand'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +3 Cun / +5 Con Changes resistances penetration: +10% mind Healing mod.: +5% Amulets can have magical properties. |
wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +2 Mag / +3 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.50 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
AerygasCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +5 Str / +2 Dex Changes resistances: +3% physical Stun/Freeze immunity: +29% Life regen: +1.50 Rings can have magical properties. |
BlindpainInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +20% darkness / +9% fire Changes resistances penetration: +15% darkness Changes damage: +9% fire Mental save: +8 (+4 eff.) Confusion immunity: +28% Rings can have magical properties. |
Cyriwyn the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +5 Dex / +7 Mag / +2 Con Changes resistances penetration: +10% blight Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
Olahor the MagmarigorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes resistances: +15% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +24% mind 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 143% 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. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Smeartooth the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +3% nature / +28% cold Changes resistances penetration: +25% light / +10% nature Changes damage: +14% cold Rings can have magical properties. |
Thundertyphoon the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +4 Dex / +2 Mag / +4 Wil / +4 Cun / +5 Con Mindpower: +6 (+2 eff.) See invisible: +6 Rings can have magical properties. |
copper ring 'Mardular'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +6% temporal / +9% darkness / +3% blight / +20% cold / +5% arcane Changes damage: +10% cold Rings can have magical properties. |
marksman's copper ring of sensing =dex=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
Faladil (37-59.2 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 72% Wil Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +10 ice When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +12 Armour: +7 Changes stats: +2 Cun / +3 Wil Changes resistances: +6% all Changes resistances penetration: +9% physical / +12% nature / +7% cold Critical mult.: +10.00% Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+3 eff.) Maximum life: +47.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic =mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mental save: +6 (+3 eff.) Mana each turn: +0.18 Maximum mana: +26.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Glita the Jettickler (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +13 Wil / +15 Mag Changes resistances penetration: +15% darkness Changes damage: +12% arcane Mana each turn: +0.16 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hatharin the Brightqueller (1 def, 0 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes stats: +2 Cun / +2 Dex Changes resistances: +6% fire Changes resistances penetration: +20% acid / +5% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) =mag=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Zubina (7 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +11 Defense: +7 (+3 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +2 Dex Physical save: +3 (+2 eff.) Spell save: +3 (+1 eff.) Stamina each turn: +1.80 Maximum stamina: +62.00 A pair of boots made of leather. |
pair of rough leather boots 'Beladil' (9 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +1% Physical save: +42 (+12 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 A pair of boots made of leather. |
Xeruwyn the hardened leather gloves (0 def, 2 armour) =mag=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 light / 11 temporal Damage (Ranged): 10 temporal Changes stats: +4 Mag Changes resistances: +7% light / +7% temporal Changes damage: +5% temporal / +3% arcane / +5% light Physical save: +6 (+2 eff.) Stamina each turn: +0.80 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of dexterity (+3) (0 def, 6 armour) =dex=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Belildathra (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: +3 Cun / +1 Mag Mental save: +9 (+4 eff.) Life regen: +1.70 Mana each turn: +1.30 Mana when hit: +1.20 Mana when firing critical spell: +4.00 Maximum mana: +40.00 Spellpower: +9 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Shield Power: +7% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Belyritira (0 def, 4 armour) =mag=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% blight / +30% arcane Spell crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bregiroddarig the cashmere wizard hat (2 def, 0 armour) =dex=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +10 Dex Mana each turn: +0.21 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% See invisible: +6 A pointy cloth hat, very wizardly... |
Gobreth the Splendourmark (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Con Changes resistances: +16% acid Changes damage: +11% acid Maximum life: +20.00 Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 9 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
rough leather cap 'Tuluregondur' (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +4 Dex / +1 Cun Changes resistances: +7% cold Allows you to breathe in: water Light radius: +2 A cap made of leather. |
Emolrakira (14 def, 6 armour) =DEX=Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +14 (+7 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +5 Dex / +4 Cun Changes resistances: +5% arcane / +17% cold Spell save: +14 (+3 eff.) A suit of armour made of leather. |
Vorada the Lustretrail (4 def, 11 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +7 Wil Changes resistances: +11% acid / +31% cold / +6% light / +6% lightning Changes resistances penetration: +5% light Changes damage: +3% light Allows you to breathe in: water Mental save: +16 (+7 eff.) Light radius: +2 A suit of armour made of leather. |
Beokhad (19/108, 45-63 power, 24 apr) =xd=Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +2.0% Capacity: 108 Turns elapse between self-loadings: 0 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +4 mind / +29 physical Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
3 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. |
440 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. |
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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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. |
4 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =DIG=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 32/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog =legendary= The Cog =legendary=Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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, 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. |
Runydan the yew totem of cure ailments [power 2] (25/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Physical power: +6 (+2 eff.) Changes resistances penetration: +20% blight Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Life regen: +0.60 Stamina each turn: +0.60 Healing mod.: +25% It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of cure ailments [power 1] (25/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
2 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 (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By aregdf the Cornac Adventurer level 20
7th Decay 122nd year of Ascendancy at 11:41 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By aregdf the Cornac Adventurer level 21
24th Pyre 123rd year of Ascendancy at 05:31 see stats
Fast Curse Dispel (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By aregdf the Cornac Adventurer level 20
7th Decay 122nd year of Ascendancy at 11:41 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By aregdf the Cornac Adventurer level 10
23rd Dusk 122nd year of Ascendancy at 19:54 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By aregdf the Cornac Adventurer level 20
79th Haze 122nd year of Ascendancy at 15:10 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By aregdf the Cornac Adventurer level 30
54th Dusk 123rd year of Ascendancy at 18:15 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By aregdf the Cornac Adventurer level 20
17th Regrowth 123rd year of Ascendancy at 13:46 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By aregdf the Cornac Adventurer level 10
24th Dusk 122nd year of Ascendancy at 21:54 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By aregdf the Cornac Adventurer level 7
6th Flare 122nd year of Ascendancy at 14:08 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By aregdf the Cornac Adventurer level 27
8th Mirth 123rd year of Ascendancy at 14:36 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By aregdf the Cornac Adventurer level 20
17th Regrowth 123rd year of Ascendancy at 13:27 see stats
Log
aregdf converts some damage to Psi!
Hurricane from Urkis, the High Tempest hits aregdf for (9 blocked), (35 to psi shield), 14 to psi, (16 converted), 37 lightning (51 total damage).
Aregdf forges a dream shield to block the attack!
Aregdf deactivates Forcefield.
Aregdf slows down.
aregdf shares damage with his oozes!
aregdf converts some damage to Psi!
aregdf converts damage to paradox!
Hurricane from Urkis, the High Tempest hits Bloated ooze for 221 lightning damage.
Hurricane from Urkis, the High Tempest hits aregdf for (9 blocked), (35 to psi shield), 9 to psi, (10 converted), 23 lightning (31 total damage).
Hurricane from Urkis, the High Tempest killed Bloated ooze!
Storm drake hatchling slows down.
Storm drake hatchling loses sight!
Storm drake hatchling is afflicted by a crippling illness!
aregdf performs a melee critical strike against Storm drake hatchling!
Aregdf revels in the spilt blood and grows stronger!
aregdf leeches life from Storm drake hatchling!
Storm drake hatchling hits aregdf for 2 healing (1 psi heal), (7 blocked), 0 lightning, (7 blocked), 0 lightning (0 total damage) [2 healing].
aregdf hits Storm drake hatchling for 78 darkness, 0 arcane, 5 nature, 161 nature (244 total damage).
aregdf killed Storm drake hatchling!
Something hurls a huge boulder at aregdf!
Aregdf's dream shield has been strengthened by the attack!
aregdf reacts to damage from Something, mitigating the blow!.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
Aregdf is knocked back!
Something hurls a huge boulder at aregdf!
aregdf reacts to damage from Something, mitigating the blow!.
Saving game...




















































































































