











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 24 / 88% |
| Size | huge |
| Lifes / Deaths | Killed by Porubeth the dredgling at level 24 on the 3rd Haze 122nd year of Ascendancy at 11:19 / 1 |
Primary Stats
| Strength | 58 (base 38) |
| Dexterity | 67 (base 38) |
| Constitution | 67 (base 38) |
| Magic | 43 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 40 (base 10) |
Resources
| Life | -9/1098 |
| Stamina | 132/194 |
| Healing Factor | 1.3635014349578 |
| Regeneration | 14.532887734894 |
Speed
| Mental | +1.1102230246252E-13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 54.183301449766 |
| See Invisible | 54.183301449766 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 59 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +12% |
| Blight | +12% |
| Nature | +23% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +20% |
| Light | +20% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 15 |
| Physical Save | 40 |
| Spell Save | 54 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 22%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 24%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Teleport Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning 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 397 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Constitution by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 length of troll intestine. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. * You've found the needed red crystal shard. | 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 within5 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 | stealthy pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +3 Mag / +3 Wil / +7 Lck Stealth bonus: +7 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | Cobrakiller the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +3% acid Changes damage: +9% acid Mental save: +5 (+3 eff.) Light radius: +3 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. |
| On head | Shockjam the voratun helm (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +7 Fatigue: +5% Changes resistances: +13% acid / +18% fire / +10% lightning / +13% cold Changes resistances penetration: +20% lightning Critical mult.: +20.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Coalmalice' (5 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +4 Str / +3 Dex / +3 Wil / +3 Con Changes resistances: +15% lightning Talent mastery: +0.20 Technique / Grappling Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Isluth the Viperfiend [power 135] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +2 Cun / +1 Con It can be used to fire a magical bolt dealing 147 acid damage Activation puts all charms on cooldown for 11 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Tideravage'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 2 cold Changes stats: +6 Cun / +7 Dex Changes resistances: +22% nature Changes resistances penetration: +15% blight Changes damage: +11% nature / +12% blight Maximum encumbrance: +20 Rings make your fingers look great! |
| On fingers | steel onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 17 light Changes stats: +3 Str / +3 Dex / +6 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +12% light Rings make your fingers look great! |
| Around neck | IsolebethPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +7 Mag / +2 Con Changes resistances: +12% blight Light radius: +3 Amulets make your neck look great! |
| In main hand | Rainquick the voratun mace (44-62 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 cold Changes stats: +7 Str / +8 Dex / +8 Mag / +3 Wil / +7 Cun / +15 Con Changes damage: +12% nature Blunt and deadly. |
| Around waist | rough leather belt 'Eletta'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 27% Changes resistances: +3% nature / +9% light / +5% arcane Spell save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | stralite shield 'Dairolach' (0 def, 8 armour, 50-59 power, 135.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +136 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 9 fire Changes stats: +2 Mag Changes resistances: +12% nature Changes resistances penetration: +5% mind Talent granted: +1 Block Mindpower: +15 (+8 eff.) Mental crit. chance: +5% Handheld deflection devices. |
| Cloak | Getybers (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +9% lightning Spell save: +3 (+1 eff.) Teleport immunity: +20% Life regen: +4.00 Maximum life: +127.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glittersnake (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 6 acid / 2 mind Changes resistances: +22% acid / +6% light Changes resistances penetration: +20% light / +20% mind A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 366; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 27; resist 31%; move 37%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 37% faster, and you are invisible (power 27). 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 spell talent. |
Viletickler the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +2 Str / +1 Wil Changes damage: +3% mind Maximum hate: +6.00 Mental crit. chance: +1% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
stabilizing copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
warrior's steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +7% physical Stamina each turn: +0.50 Amulets make your neck look great! |
Flashcutter the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% cold Maximum encumbrance: +21 Physical save: +9 (+3 eff.) Spell save: +15 (+5 eff.) Blindness immunity: +20% Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
pixie's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes stats: +2 Cun / +2 Mag Spellpower: +7 (+4 eff.) 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 110% 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 make your fingers look great! |
pixie's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +4 Cun / +3 Mag Spellpower: +6 (+3 eff.) 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 110% 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 make your fingers look great! |
psionicist's copper ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) 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 110% 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 make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +5 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
voratun greatmaul 'Armaleg' (70-104 power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% darkness Critical mult.: +10.00% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +5% Massive two-handed mauls. |
Chatorig the voratun mace (46-64 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +9% blight / +9% cold / +5% arcane / +3% light Blindness immunity: +10% Cut immunity: +10% Blunt and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Ivaritira the Sepsisdare (50-70 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind / +20 nature Damage (radius 1) on hit: +12 cold When wielded/worn: Changes resistances: +6% nature / +3% mind Changes resistances penetration: +5% cold One-handed war axes. |
Beyndil the WeepboneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Cun / +4 Wil Changes resistances: +6% nature / +3% darkness Changes resistances penetration: +5% nature / +5% cold Damage against: +16% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
CarrionbloodInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +1% physical / +9% light / +3% nature Spell save: +3 (+1 eff.) Maximum life: +30.00 A belt that goes around your waist. |
FlashbiterPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +2 Con Changes resistances penetration: +5% acid Changes damage: +3% lightning Mental save: +5 (+3 eff.) Spellpower: +3 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
PyreboneInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +5% lightning / +6% temporal Changes damage: +12% fire A belt that goes around your waist. |
SaliraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +20 (+5 eff.) Changes stats: +3 Str Changes resistances: +5% acid / +3% physical / +6% cold / +7% fire / +7% lightning Changes resistances penetration: +10% physical Maximum hate: +4.00 A belt that goes around your waist. |
SiletaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +2 Con Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +35.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
hardened leather belt 'Isiba'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Changes resistances: +6% temporal / +5% light / +8% darkness Changes damage: +6% acid / +6% temporal / +18% arcane A belt that goes around your waist. |
hardened leather belt 'Lightnail'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +18% acid / +5% arcane Changes resistances penetration: +15% light Physical save: +8 (+3 eff.) Spell save: +15 (+5 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Glyriawen'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +3% light Stealth bonus: +6 Disease immunity: +10% Knockback immunity: +20% Healing mod.: +10% A belt that goes around your waist. |
Bethoba the Wildspire (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +6% nature / +9% cold Changes damage: +3% light / +3% nature Physical save: +6 (+2 eff.) Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galaith the linen cloak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes resistances: +13% cold / +6% mind / +3% temporal Reduces incoming crit damage: 10.00% Disease immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Greenarc (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 6 nature Changes stats: +4 Wil Changes resistances: +9% nature / +3% cold Mental save: +3 (+2 eff.) Psi when hit: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhydig (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Dex / +1 Con Changes resistances: +3% blight Changes damage: +3% physical Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravenobsidian the cashmere cloak (30 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +1 Con Changes resistances penetration: +10% darkness Physical save: +8 (+3 eff.) Only die when reaching: -80.00 life Maximum hate: +8.00 Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerytha the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +12% lightning / +6% cold Changes resistances penetration: +15% acid Changes damage: +6% acid / +6% mind Stamina each turn: +0.50 Maximum life: +40.00 Mindpower: +25 (+11 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregidraneg (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +2 Wil Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Equilibrium when hit: +0.20 Maximum hate: +8.00 Mindpower: +10 (+5 eff.) Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubegawen the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 nature Changes stats: +4 Dex / +2 Mag Changes resistances: +7% nature Changes damage: +6% nature Spell save: +18 (+6 eff.) Spellpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Adana' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +4 Armour: +2 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +2% physical Changes resistances penetration: +15% physical Physical save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +22% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Growbane' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +1.0% Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +2 Dex / +2 Wil / +4 Cun Changes resistances penetration: +25% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Raingrinder (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +3% fire / +12% light / +11% darkness Changes resistances penetration: +15% mind Changes damage: +12% mind / +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Unruvor the Dawnshear (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% blight / +6% fire / +3% light / +6% cold Reduces incoming crit damage: 10.00% Maximum life: +20.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xuba the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Cun Changes resistances: +8% acid / +8% fire / +9% lightning / +9% cold Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum hate: +6.00 Mental crit. chance: +5% A cap made of leather. |
iron helm 'Flowermarrow' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% physical Changes damage: +6% nature / +3% physical Critical mult.: +15.00% Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Islayann' (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Defense: +20 (+7 eff.) Fatigue: +5% Changes stats: +3 Str / +2 Con Changes resistances: +5% arcane Confusion immunity: +10% Life regen: +2.00 Maximum psi: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bloomstun the stralite mail armour (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 nature Changes resistances: +7% acid / +10% physical / +6% darkness / +7% lightning / +7% cold / +5% arcane / +9% fire Changes damage: +15% nature Spell save: +18 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Flashhack the dwarven-steel mail armour (3 def, 19 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 8 light Changes resistances: +6% mind Changes resistances penetration: +20% mind Changes damage: +6% light / +12% mind Maximum hate: +6.00 Mindpower: +20 (+9 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Hariredig' (3 def, 18 armour)Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +18 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Dex / +4 Wil / +5 Cun Mental save: +15 (+8 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
drakeskin leather armour 'Morningparry' (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 2 light Changes resistances: +6% light / +15% cold Changes resistances penetration: +15% light / +15% cold Changes damage: +9% cold A suit of armour made of leather. |
dwarven-steel plate armour 'Thunderbile' (0 def, 14 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Fatigue: +22% Damage when hit (Melee): 2 lightning Changes stats: +4 Str / +4 Con Changes resistances: +13% acid / +15% cold / +9% blight Changes resistances penetration: +5% lightning Allows you to breathe in: water Maximum life: +35.00 A suit of armour made of metal plates. |
warded dwarven-steel shield of the stars (0 def, 6 armour, 30-35 power, 77.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +14 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +1 Cun / +3 Mag Changes resistances: +11% light / +11% darkness Maximum wards: +5 lightning / +4 temporal / +4 darkness / +4 fire / +4 nature / +4 blight / +4 cold / +4 arcane / +3 light Changes damage: +13% light / +10% darkness Talents granted: +1 Ward +1 Block Handheld deflection devices. |
dwarven-steel pickaxe 'Bintir' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Str / +3 Mag / +2 Wil / +2 Cun Changes resistances penetration: +25% mind Changes damage: +12% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Thundertaint' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 6 lightning / 6 acid Changes stats: +2 Str / +3 Cun Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +12% lightning Infravision radius: +2 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. |
Duathelwilder the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances: +3% fire Changes resistances penetration: +5% darkness Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Galehue the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 2 lightning Changes resistances penetration: +20% lightning Changes damage: +6% lightning Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +5 See invisible: +7 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. |
TempestreamInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Changes stats: +5 Wil Changes resistances: +12% lightning / +9% cold Changes resistances penetration: +20% physical Changes damage: +9% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Elolle'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +3 Wil / +2 Con Changes resistances: +3% acid Physical save: +5 (+2 eff.) Light radius: +3 See invisible: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Lismi the Ogre Bulwark level 21
54th Dusk 122nd year of Ascendancy at 13:43 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lismi the Ogre Bulwark level 20
45th Dusk 122nd year of Ascendancy at 16:44 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Lismi the Ogre Bulwark level 21
57th Dusk 122nd year of Ascendancy at 23:13 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lismi the Ogre Bulwark level 19
30th Dusk 122nd year of Ascendancy at 05:35 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lismi the Ogre Bulwark level 22
66th Dusk 122nd year of Ascendancy at 16:59 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lismi the Ogre Bulwark level 10
10th Mirth 122nd year of Ascendancy at 02:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lismi the Ogre Bulwark level 20
30th Dusk 122nd year of Ascendancy at 12:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Lismi the Ogre Bulwark level 23
76th Dusk 122nd year of Ascendancy at 18:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lismi the Ogre Bulwark level 8
6th Mirth 122nd year of Ascendancy at 16:12 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lismi the Ogre Bulwark level 15
7th Dusk 122nd year of Ascendancy at 14:55 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lismi the Ogre Bulwark level 24
2nd Haze 122nd year of Ascendancy at 03:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lismi the Ogre Bulwark level 16
11st Dusk 122nd year of Ascendancy at 05:51 see stats
Log
Porubeth the dredgling casts Dust to Dust.
Porubeth the dredgling hits Glosevea the temporal stalker for 23 temporal, 27 physical (50 total damage).
Porubeth the dredgling hits Lismi for 42 temporal, 34 physical (76 total damage).
Glosevea the temporal stalker performs a melee critical strike against Lismi!
Lismi succumbs to heightening fears!
Lismi is in despair!
Lismi stops regenerating health quickly.
Glosevea the temporal stalker hits Lismi for 88 physical, 38 physical, 5 cold (132 total damage).
Deadly Poison from Glosevea the temporal stalker hits Lismi for 45 nature damage.
Haunted from Porubeth the dredgling hits Lismi for 31 mind, 31 darkness (61 total damage).
Heighten Fear from Porubeth the dredgling hits Lismi for 32 mind, 32 darkness (65 total damage).
Terrified from Porubeth the dredgling hits Lismi for 6 mind, 6 darkness (13 total damage).
Melee retaliation hits Glosevea the temporal stalker for 0 mind, 3 acid, 4 fire, 4 cold, 0 mind, 3 acid, 4 fire, 4 cold (22 total damage).
Lismi attacks Glosevea the temporal stalker in a fit of paranoia.
Glosevea the temporal stalker ignores the fear!
Lismi hits Glosevea the temporal stalker for (25 parried), 24 physical, 7 light, 3 fire (34 total damage).
Glosevea the temporal stalker regains their energy.
Glosevea the temporal stalker performs a melee critical strike against Lismi!
Glosevea the temporal stalker hits Lismi for 117 physical, 74 physical, 6 cold (198 total damage).
Melee retaliation hits Glosevea the temporal stalker for 0 mind, 3 acid, 4 fire, 4 cold, 0 mind, 3 acid, 4 fire, 4 cold (22 total damage).
Lismi has finished recovering.
Haunted from Porubeth the dredgling hits Lismi for 54 mind, 41 darkness (95 total damage).
Terrified from Porubeth the dredgling hits Lismi for 8 mind, 6 darkness (15 total damage).
Deadly Poison from Glosevea the temporal stalker hits Lismi for 58 nature damage.
Glosevea the temporal stalker performs a melee critical strike against Lismi!
Glosevea the temporal stalker hits Lismi for 137 physical, 72 physical, 6 cold (215 total damage).
Melee retaliation hits Glosevea the temporal stalker for 1 mind, 3 acid, 4 fire, 5 cold, 1 mind, 3 acid, 4 fire, 5 cold (26 total damage).
Lismi is weakened by the gloom.
Mindrot hits Lismi for 16 mind damage.
Lismi the level 24 ogre bulwark was psyched to death by Porubeth the dredgling on level 3 of Temporal Rift.



















































































