










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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.
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Writhing One |
| Level / Exp | 39 / 14% |
| Size | small |
| Lifes / Deaths | Killed by Mayimira the dozing dire wolf at level 13 on the 9th Dusk 122nd year of Ascendancy at 07:40 0 / 9Killed by bandit at level 19 on the 61st Dusk 122nd year of Ascendancy at 12:27 Killed by Borgumliu the halfling at level 34 on the 40th Regrowth 123rd year of Ascendancy at 04:45 Killed by Isluvena the cute little bunny at level 36 on the 73rd Regrowth 123rd year of Ascendancy at 10:28 Killed by Islitta the mad druid at level 37 on the 73rd Regrowth 123rd year of Ascendancy at 22:45 Killed by Glybrethra the animated skull at level 38 on the 42nd Pyre 123rd year of Ascendancy at 17:39 Killed by Abbaxoth at level 38 on the 42nd Pyre 123rd year of Ascendancy at 21:33 Killed by dread at level 38 on the 43rd Pyre 123rd year of Ascendancy at 00:27 Killed by Forgery of Haze (Poluralle the elder vampire) at level 39 on the 74th Pyre 123rd year of Ascendancy at 00:14 |
Primary Stats
| Strength | 50 (base 42) |
| Dexterity | 13 (base 10) |
| Constitution | 62 (base 57) |
| Magic | 69 (base 60) |
| Willpower | 28 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -91/1345 |
| Positive | 68/144 |
| Equilibrium | 30 |
| Insanity | 1/100 |
| Healing Factor | 0.68620689655176 |
| Regeneration | 2.6418965517243 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +131.25% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 22.967109609525 |
| See Invisible | 22.967109609525 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 42 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Blight | +26% |
| Arcane | +23% |
| Mind | +14% |
| All | +8% |
Offense: Damage Penetration
| Arcane | +15% |
| Lightning | +5% |
| Light | +30% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 84.5 (80%) |
| Defense | 25 |
| Ranged Defense | 27 |
| Fatigue | 19 |
| Physical Save | 40 |
| Spell Save | 38 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 30%( 74%) |
| Blight | + 38%( 74%) |
| Physical | + 25%( 74%) |
| Cold | + 30%( 74%) |
| All | + 23%( 74%) |
| Darkness | + 52%( 74%) |
| Light | + 38%( 74%) |
| Temporal | + 35%( 74%) |
| Lightning | + 39%( 74%) |
| Nature | + 30%( 74%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 95% |
| Poison Resistance | 32% |
| Disarm Resistance | 65% |
| Teleport Resistance | 10% |
| Silence Resistance | 60% |
| Pinning Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 363 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
| detrimental effect | The target is infected by a disease, doing 29.10 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | On death will restore to the source up to 15 times the vim's worth. Bleak Outcome |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases global speed by 16%. Elemental Harmony |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| beneficial effect | 2 pustules increasing resistance by 8%. Putrescent Pustule |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Horned Horror. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 109. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ritch stinger. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of squid ink. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glidheta the Glittertide (3 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * 15% chance to blind Changes stats: +4 Str Physical save: +3 (+1 eff.) Life regen: +0.60 Maximum life: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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 | Huridunavor the Woeterror (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +5 Dex Changes resistances: +9% lightning / +3% physical / +13% darkness / +9% temporal Changes resistances penetration: +10% darkness Only die when reaching: -80.00 life Infravision radius: +3 A cap made of leather. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Glitterwither the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Wil / +7 Mag Changes resistances: +13% blight / +9% nature / +3% light Changes resistances penetration: +15% light Changes damage: +9% arcane / +6% all Poison immunity: +22% Disease immunity: +19% Spellpower: +26 (+8 eff.) Mindpower: +12 (+6 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | stralite ring 'Eilinata'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun / +4 Con Changes damage: +6% mind Spell save: +14 (+5 eff.) Disarm immunity: +22% Pinning immunity: +36% Knockback immunity: +20% Life regen: +1.30 Psi when hit: +0.16 Maximum life: +100.00 Maximum stamina: +25.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +15% Rings can have magical properties. |
| Around waist | Bregyralin the MurkrotInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +6% lightning Poison immunity: +10% Maximum life: +35.00 A belt that goes around your waist. |
| In main hand | Koribers (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 temporal / +7 nature / +11 darkness Burst (radius 1) on hit: +12 blight Damage against: +12% Living When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+5 eff.) Changes stats: +1 Cun / +2 Str Changes resistances: +6% blight Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +43% One-handed war axes. |
| On hands | Belyssra (0 def, 10 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +2 Mag Changes resistances: +7% light / +7% darkness Critical mult.: +3.00% Mental save: +9 (+3 eff.) Life regen: +1.70 Stamina each turn: +0.90 Maximum life: +51.00 Maximum stamina: +20.00 Infravision radius: +1 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 90.97 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. |
| Main armor | stralite mail armour 'Radiancestalker' (4 def, 33 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +33 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 4 fire Changes stats: +5 Str / +6 Con Changes resistances: +9% light / +6% lightning Changes resistances penetration: +15% light Spell save: +10 (+4 eff.) Maximum life: +41.00 A suit of armour made of mail. |
| Cloak | linen cloak 'Blazebender' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% cold / +6% temporal Changes resistances penetration: +5% lightning Physical save: +6 (+2 eff.) Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Nightenvy'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +18% darkness Changes resistances cap: +4% all Changes resistances penetration: +15% arcane Changes damage: +12% darkness / +6% arcane Physical save: +12 (+4 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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 titan (757% speed; 6 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Constitution 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 titan (592% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Constitution 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 wizard (621% speed; 6 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 296 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 265 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 265 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 230 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 230 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. Press to compare to your current inscriptions |
sun infusion of the warrior (rad 9; power 47; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 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. |
phase door rune of the wizard (range 15; power 54; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 255 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 255 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 254 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 254 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 257 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 257 damage for 4 turns. 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 ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 320 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 320 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 321 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 321 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.vision rune (radius 9; dur 22; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 18) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
BeydorahorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% acid / +13% light / +18% darkness / +18% blight Blindness immunity: +27% Amulets can have magical properties. |
BomnirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +9% mind / +15% cold Disarm immunity: +30% Knockback immunity: +15% Teleport immunity: +50% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Starwolf the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% nature / +3% darkness / +12% acid Spell save: +9 (+4 eff.) Stun/Freeze immunity: +20% Light radius: +1 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Confusion immunity: +24% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.clarifying steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +16% mind Confusion immunity: +26% Amulets can have magical properties. |
copper amulet 'Murktyphoon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% darkness Changes damage: +9% mind Amulets can have magical properties. |
gold amulet 'Adibremina'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +8 Wil Changes damage: +12% mind Grants telepathy: Dragon Critical mult.: +28.00% Maximum hate: +6.00 Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
restful steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +1.30 Amulets can have magical properties. |
starlit copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +21% Amulets can have magical properties. |
steel amulet 'Isiriwyn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +4 Str / +2 Wil Changes resistances: +6% nature Poison immunity: +10% Silence immunity: +25% Light radius: +2 Amulets can have magical properties. |
Armostir the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind / 8 acid Changes resistances: +26% light / +15% mind Changes resistances penetration: +10% acid / +20% mind Changes damage: +13% light / +12% mind Rings can have magical properties. |
Bleaktitan the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +22% acid / +2% physical Changes resistances penetration: +5% darkness Changes damage: +11% acid Life regen: +1.40 Stamina each turn: +0.40 Rings can have magical properties. |
Gloryssra the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes resistances: +22% nature Changes damage: +11% nature / +9% arcane Mental save: +12 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire 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: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
mule's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Fatigue: -5% Maximum encumbrance: +23 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 3 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 104% 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. |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +21% Infravision radius: +4 See stealth: +8 See invisible: +7 Rings can have magical properties. |
rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
warrior's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Lelakalthogorn the Unlightraider (24.5-36.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+7 eff.) Changes stats: +4 Dex Changes resistances penetration: +20% darkness Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% Disarm immunity: +43% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel waraxe 'Hanidin' (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+5 eff.) Changes resistances: +6% blight / +2% physical / +21% acid Spell save: +30 (+11 eff.) Blindness immunity: +30% Silence immunity: +35% Disarm immunity: +31% One-handed war axes. |
Liseldalera (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +12% temporal Blindness immunity: +10% Poison immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkhue (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +18% acid Changes resistances penetration: +10% arcane Changes damage: +8% arcane Critical mult.: +17.00% Maximum mana: +29.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgulemnir (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +5 Wil / +4 Mag Changes resistances: +12% blight Changes damage: +15% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorikira the linen cloak (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% blight / +6% nature / +3% darkness Poison immunity: +10% 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. |
Xerusemina the Umbraflash (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +15% darkness / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% darkness Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branoruitir (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +6 Dex / +8 Con / +11 Lck Changes resistances: +6% blight / +9% cold / +3% mind Changes damage: +9% physical Stealth bonus: +14 Physical save: +8 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +11 (+4 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Mental crit. chance: +2% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Cyrussra the Ravenbliss (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +20% temporal Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shockstinger (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Changes resistances: +12% lightning Changes resistances penetration: +10% darkness A pair of boots made of leather. |
pair of iron boots 'Earoregorand' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Mag / +5 Wil / +4 Con Changes resistances: +5% cold / +7% fire Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Yarirerion' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Str / +2 Con Mental save: +6 (+2 eff.) Blindness immunity: +20% Disarm immunity: +15% Stun/Freeze immunity: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. |
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.) These gloves are coated with a thick, green liquid. |
iron gauntlets 'Blazevortex' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 physical Changes resistances: +21% acid Changes damage: +3% acid / +4% physical Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 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 3 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. |
cashmere wizard hat 'Emowe' (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +8 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +5% lightning / +6% temporal / +5% light / +5% fire / +5% nature / +24% acid / +5% blight / +5% cold / +5% darkness Changes damage: +13% acid Critical mult.: +3.00% Only die when reaching: -20.00 life Maximum stamina: +10.00 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Nimbusreek' (7 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 16 lightning Changes resistances: +5% all Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 A cap made of leather. |
iron helm 'Blazelash' (0 def, 3 armour)Requires: - Talent 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: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning / 12 nature Changes resistances: +7% cold Changes resistances penetration: +20% lightning Allows you to breathe in: water 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.miner's hardened leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Infravision radius: +3 A cap made of leather. |
9 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. |
757 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. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Murkwyrd (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +6 Con Changes resistances: +3% darkness Changes damage: +6% darkness Maximum life: +21.00 Maximum stamina: +17.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Urthytar' (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning / +15% temporal / +9% darkness Changes damage: +12% acid Damage affinity(heal): +15% darkness Spell save: +9 (+4 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BethiraPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Str / +4 Wil Changes resistances: +6% fire Changes damage: +6% temporal Light radius: +2 See invisible: +12 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. |
Skyquill the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +20% blight Changes resistances penetration: +10% lightning Changes damage: +9% lightning 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. |
StormgasherInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes resistances penetration: +10% fire Changes damage: +9% lightning Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
brass lantern 'Adassra'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +5% arcane Physical save: +5 (+1 eff.) Cut immunity: +10% Silence immunity: +20% Confusion immunity: +15% Light radius: +2 Healing mod.: +11% 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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Polatta [power 112] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% nature Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Critical mult.: +15.00% Spell save: +20 (+7 eff.) Mental save: +3 (+1 eff.) Confusion immunity: +15% Pinning immunity: +15% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% It can be used to heal a target within range 7 (based on Willpower) for 112, putting all charms on cooldown for 20 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. |
ash wand of conjuration 'Lisoriabeth' [power 175] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +12% light Changes damage: +21% mind Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Silence immunity: +20% Mental crit. chance: +4% It can be used to fire a bolt of a random element with (base) damage 88 to 175, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
7 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. |
9 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. |
7 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
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Abbaxoth the Yeek Writhing One level 26
18th Haze 122nd year of Ascendancy at 07:17 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Abbaxoth the Yeek Writhing One level 34
80th Haze 122nd year of Ascendancy at 20:15 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Abbaxoth the Yeek Writhing One level 35
55th Regrowth 123rd year of Ascendancy at 08:55 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Abbaxoth the Yeek Writhing One level 38
48th Pyre 123rd year of Ascendancy at 00:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Abbaxoth the Yeek Writhing One level 19
52nd Dusk 122nd year of Ascendancy at 23:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Abbaxoth the Yeek Writhing One level 38
44th Pyre 123rd year of Ascendancy at 09:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Abbaxoth the Yeek Writhing One level 24
13rd Haze 122nd year of Ascendancy at 03:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abbaxoth the Yeek Writhing One level 32
74th Haze 122nd year of Ascendancy at 06:41 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Abbaxoth the Yeek Writhing One level 36
73rd Regrowth 123rd year of Ascendancy at 08:03 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Abbaxoth the Yeek Writhing One level 34
80th Haze 122nd year of Ascendancy at 22:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Abbaxoth the Yeek Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 21:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Abbaxoth the Yeek Writhing One level 20
4th Haze 122nd year of Ascendancy at 19:11 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Abbaxoth the Yeek Writhing One level 30
48th Haze 122nd year of Ascendancy at 19:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Abbaxoth the Yeek Writhing One level 30
64th Haze 122nd year of Ascendancy at 17:34 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Abbaxoth the Yeek Writhing One level 34
80th Haze 122nd year of Ascendancy at 20:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Abbaxoth the Yeek Writhing One level 11
3rd Summertide 122nd year of Ascendancy at 18:11 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Abbaxoth the Yeek Writhing One level 34
80th Haze 122nd year of Ascendancy at 20:15 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Abbaxoth the Yeek Writhing One level 17
25th Dusk 122nd year of Ascendancy at 11:28 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Abbaxoth the Yeek Writhing One level 26
15th Haze 122nd year of Ascendancy at 02:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Abbaxoth the Yeek Writhing One level 18
32nd Dusk 122nd year of Ascendancy at 15:57 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Abbaxoth the Yeek Writhing One level 38
43rd Pyre 123rd year of Ascendancy at 00:27 see stats
Log
Epidemic from Poluralle the elder vampire hits Abbaxoth for 19 blight damage.
Emelaledhewen the grave wight's glacial vapour area effect hits Forgery of Haze (Poluralle the elder vampire) for 0 cold damage.
Abbaxoth uses Waters of Life.
Abbaxoth receives 7 healing.
Yeek mindslayer's Beyond the Flesh misses Poluralle the elder vampire.
Something misses Poluralle the elder vampire.
Forgery of Haze (Poluralle the elder vampire) uses Steady Shot.
Abbaxoth is not stunned anymore.
Talent Worm that Walks is ready to use.
Talent Teleport: Kroshkkur is ready to use.
Talent Anarchic Walk is ready to use.
Talent Dig is ready to use.
Talent Healing Light is ready to use.
Talent Terrible Sight is ready to use.
Talent Sheer Badassery is ready to use.
Abbaxoth receives 17 healing.
Forgery of Haze (Poluralle the elder vampire)'s Steady Shot hits Abbaxoth for 157 physical, 7 blight (164 total damage).
Abbaxoth receives 20 healing from Epidemic from Poluralle the elder vampire.
Emelaledhewen the grave wight's glacial vapour area effect hits Poluralle the elder vampire for 0 cold damage.
Emelaledhewen the grave wight's glacial vapour area effect hits Forgery of Haze (Poluralle the elder vampire) for 0 cold damage.
Abbaxoth casts Healing Light.
Abbaxoth receives 107 healing.
Yeek mindslayer's Beyond the Flesh misses Poluralle the elder vampire.
Yeek mindslayer's Beyond the Flesh misses Poluralle the elder vampire.
Something misses Poluralle the elder vampire.
Something misses Poluralle the elder vampire.
Forgery of Haze (Poluralle the elder vampire) uses Headshot.
Saving game...















































































































