











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 25 / 80% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 34 (base 15) |
| Dexterity | 34 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 78 (base 55) |
| Willpower | 19 (base 10) |
| Cunning | 70 (base 47) |
Resources
| Life | 630/630 |
| Mana | 274/274 |
| Stamina | 184/184 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 6.6946022182922 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45.851795037759% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 41.423963940317 |
| See Invisible | 41.423963940317 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Mind | +6% |
| Physical | +27% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Light | +40% |
| Physical | +60% |
| All | +25% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 47.242089373929 (44.574340358689%) |
| Defense | 75 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 36 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 23%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 38%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Stun Resistance | 46% |
| Pinning Resistance | 93% |
| Poison Resistance | 25% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 497 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 411 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.17 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Crystalline Focus |
| talent | Shielding |
| talent | Feather Wind |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within4 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 | Ivokira the Icenull (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +15 (+4 eff.) Fatigue: +2% Changes resistances: +4% physical Changes resistances penetration: +15% light Changes damage: +6% cold Only die when reaching: -60.00 life Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Eilinyvea'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +3 Dex / +4 Wil Changes resistances: +3% blight / +6% lightning Changes damage: +6% mind Only die when reaching: -60.00 life 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. |
| On head | Cobramarrow (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Fatigue: +5% Changes resistances: +9% acid / +11% light / +11% darkness Changes resistances penetration: +5% nature Poison immunity: +10% Confusion immunity: +10% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Haredragar (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +1 Armour: +8 Defense: +5 (+1 eff.) Changes stats: +2 Cun / +4 Str Only die when reaching: -20.00 life Maximum stamina: +10.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes resistances: +7% nature / +6% blight Poison immunity: +15% Disease immunity: +14% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | IcefoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +9% lightning / +9% temporal Changes damage: +6% cold Critical mult.: +20.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
| Around waist | XildawenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes stats: +6 Dex / +5 Cun / +7 Lck Changes damage: +21% physical Trap disarming bonus: +13 Stealth bonus: +8 Life regen: +4.00 Stamina each turn: +3.00 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | elemental iron mace of projection (105% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 87 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +6% acid Blunt and deadly. |
| On hands | Yvoravea the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 acid Changes stats: +2 Mag Changes resistances: +5% acid Changes damage: +4% acid Mana each turn: +0.12 Maximum mana: +100.00 When used to modify unarmed attacks: Power: 95% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | nimble hardened leather armour of command (23 def, 12 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +23 (+5 eff.) Fatigue: +8% Changes stats: +4 Dex / +2 Cun Mental save: +16 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
| Cloak | Aremina (10 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes stats: +4 Wil / +4 Cun / +4 Con Changes resistances: +6% light / +12% cold / +3% darkness / +3% nature Critical mult.: +13.00% Stealth bonus: +9 Physical save: +10 (+5 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EmelemidaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% light / +15% darkness Talent mastery: +0.17 Cunning / Survival Critical mult.: +10.00% Physical save: +7 (+4 eff.) Blindness immunity: +25% Life regen: +2.00 Mana when firing critical spell: +2.00 Maximum life: +31.00 Maximum vim: +40.00 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 110; cd 13)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 630%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 80; cd 12)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: 12 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 4 turns and blocking 80 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. 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. |
shielding rune of the psychic (absorb 162; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Pyrespike'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +3 Con Changes resistances: +11% mind / +3% fire Changes resistances penetration: +5% fire Confusion immunity: +23% Amulets make your neck look great! |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
Falusarim the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Con Reduces incoming crit damage: 5.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +5 (+3 eff.) See invisible: +12 Rings make your fingers look great! |
RagatodarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +2 Damage when hit (Melee): 6 physical Changes resistances: +22% cold / +6% light / +3% temporal Changes damage: +3% physical / +11% cold Rings make your fingers look great! |
Ulyraleg the BleakpealPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% * 10% chance to reduce damage dealt by 17% Changes stats: +2 Mag Changes resistances penetration: +5% fire Changes damage: +3% darkness Spell save: +4 (+2 eff.) Rings make your fingers look great! |
ZanotoromindurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances penetration: +10% mind Stun/Freeze immunity: +25% Life regen: +3.00 Equilibrium when hit: +0.16 Psi when hit: +0.12 Light radius: +3 Rings make your fingers look great! |
copper ring 'Runuthad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Str Changes resistances: +22% light Changes resistances penetration: +5% physical Changes damage: +11% light Physical save: +3 (+2 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
sneakthief's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 20 Damage (Ranged): 9 physical Changes stats: +7 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
treant's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes resistances: +5% nature / +8% blight Poison immunity: +12% Disease immunity: +14% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Belowen (118% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +11 Changes stats: +10 Str / +11 Dex / +10 Mag / +9 Wil / +11 Cun / +10 Con Changes resistances penetration: +5% all Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Boratar the Branddream (151% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Damage (Melee): +20 fire Damage (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 2 fire Massive two-handed mauls. |
Dryldil the Blizzardroar (175% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 87 fire damage (1/turn) When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +9 Changes resistances: +9% lightning / +18% cold Changes resistances penetration: +19% fire / +13% physical Changes damage: +27% fire Massive two-handed swords. |
Raintrail the dwarven-steel mace (132% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +8 (+3 eff.) Changes stats: +3 Dex Changes resistances: +18% cold Changes resistances penetration: +10% cold / +7% physical Changes damage: +6% acid Combat speed: +10% Blunt and deadly. |
StokereekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +4 Str Changes resistances: +12% fire / +6% darkness / +6% cold Spell save: +10 (+5 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Kilnkiss'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +15% acid / +6% fire / +5% arcane Changes resistances penetration: +5% fire It can be used to create a temporary shield that absorbs 283 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Getyfang (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Dex / +2 Con Changes resistances: +18% blight / +16% cold / +12% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ragasarak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes resistances: +11% cold Mental save: +9 (+3 eff.) Blindness immunity: +20% Teleport immunity: +20% Life regen: +4.00 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tundrapulverizer (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 10 cold Changes stats: +4 Str / +5 Dex / +6 Cun Changes damage: +6% fire See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Saladheretta (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +24% darkness / +11% all Changes resistances penetration: +15% blight Changes damage: +21% darkness / +7% light / +8% all Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower: +22 (+7 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Lorahor' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Mag / +4 Con Changes resistances: +15% physical / +11% all Changes damage: +6% blight / +15% physical / +12% arcane Spell save: +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Blastsweep' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +1 Mag / +1 Cun / +1 Con Changes resistances: +9% lightning / +16% cold / +7% all Changes damage: +11% cold See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Grinefang' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +6 Str / +2 Dex / +2 Mag Changes resistances: +21% fire / +7% all Changes resistances penetration: +20% physical Changes damage: +14% fire Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olimnir (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +9% lightning / +3% acid Changes resistances penetration: +5% mind / +5% physical A pair of boots made of leather. |
pair of hardened leather boots 'Borudorig' (0 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +11 Changes stats: +4 Cun / +2 Str Life regen: +4.00 Maximum psi: +40.00 Mental crit. chance: +2% Healing mod.: +14% A pair of boots made of leather. |
pair of hardened leather boots 'Korydor' (0 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +8 Fatigue: -4% Changes resistances: +8% acid / +9% temporal / +5% fire / +8% cold / +7% lightning Disarm immunity: +20% Stamina each turn: +0.40 Maximum life: +38.00 Movement speed: +10% A pair of boots made of leather. |
pair of iron boots 'Aretha' (5 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +4 Str / +2 Dex Changes resistances: +2% physical Changes damage: +9% physical Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glacierream' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +1 Armour: +3 Fatigue: +2% Changes stats: +1 Cun / +3 Con Changes resistances penetration: +5% physical / +5% cold Changes damage: +6% cold Physical save: +11 (+6 eff.) Mental save: +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of rushing (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: +2 Str / +2 Con Silence immunity: +20% Confusion immunity: +28% Stun/Freeze immunity: +23% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Layyyara the Obsidianquench (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +5 Str / +1 Mag / +3 Con Changes resistances: +3% darkness Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +7% cold Changes damage: +4% cold When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Branymas the dwarven-steel helm (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Str / +3 Wil Changes resistances: +1% physical Spell save: +6 (+3 eff.) Mental save: +9 (+3 eff.) Disease immunity: +20% Disarm immunity: +10% Maximum life: +80.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloudrock (15 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +15 (+4 eff.) Fatigue: +5% Changes resistances: +9% lightning / +6% temporal / +9% light 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. |
Glareba the Lightningkiller (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +2 Str / +1 Dex / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Only die when reaching: -80.00 life Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malodar (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +4 Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +4 Str / +3 Dex / +4 Con Changes damage: +6% physical Critical mult.: +15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polelle the Chargewrest (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +4 Con Changes resistances: +19% cold Changes damage: +6% lightning / +13% cold / +12% physical A pointy cloth hat, very wizardly... |
Relgovor (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +4 Str Changes resistances: +3% physical Changes damage: +9% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorymikira (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% Changes stats: +1 Str / +5 Dex Changes resistances: +12% light / +11% darkness Light radius: +2 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch cashmere wizard hat of darkness (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% darkness Changes damage: +12% darkness Mana each turn: +0.70 Mana when hit: +0.90 Maximum mana: +61.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
iron helm 'Bregudralar' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +10% mind / +3% physical Changes damage: +9% physical Critical mult.: +15.00% Mental save: +11 (+4 eff.) Confusion immunity: +22% Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckwire (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 46% Damage (Melee): 14 acid / 11 fire Damage when hit (Melee): 11 acid / 12 fire Changes stats: +3 Mag Changes resistances: +36% acid / +20% physical / +19% cold / +17% lightning / +32% fire Spellpower: +15 (+5 eff.) Mindpower: +18 (+9 eff.) A suit of armour made of leather. |
2 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. |
101 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
Ce'Nudhema the Radiancestreak (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +5 Str / +3 Con Changes resistances: +12% acid Changes damage: +24% light / +9% acid Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Chillbreeze' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str / +6 Dex Changes resistances: +3% light / +12% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. 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. |
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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Pitchrock the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +1 Dex / +1 Mag Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Maximum life: +42.00 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. |
SingekillerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Str Changes resistances penetration: +5% fire Changes damage: +15% fire Physical save: +6 (+3 eff.) Light radius: +3 See invisible: +6 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. |
TurydegundInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +2% physical / +3% fire Changes resistances penetration: +5% physical Physical save: +15 (+7 eff.) Light radius: +3 Healing mod.: +13% 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 239/400. 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. |
iron torque of gale force 'Ganne' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +5% mind Changes damage: +12% mind It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 134 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 Activation costs 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. |
3 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. |
5 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Elana the Higher Arcane Blade level 18
48th Dusk 122nd year of Ascendancy at 12:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Elana the Higher Arcane Blade level 23
24th Haze 122nd year of Ascendancy at 12:39 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Elana the Higher Arcane Blade level 19
62nd Dusk 122nd year of Ascendancy at 18:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Elana the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 15:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Elana the Higher Arcane Blade level 20
68th Dusk 122nd year of Ascendancy at 21:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Elana the Higher Arcane Blade level 19
63rd Dusk 122nd year of Ascendancy at 02:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Elana the Higher Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 15:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Elana the Higher Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 07:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Elana the Higher Arcane Blade level 23
18th Haze 122nd year of Ascendancy at 03:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elana the Higher Arcane Blade level 17
42nd Dusk 122nd year of Ascendancy at 17:30 see stats
Log
You gain 2.54 gold from the transmogrification of blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour).
You gain 4.49 gold from the transmogrification of cashmere robe of life (0 def, 0 armour).
You gain 11.89 gold from the transmogrification of Yarydir the iron waraxe (103% power, 2 apr).
You gain 17.73 gold from the transmogrification of Willowsage (118% power, 3 apr).
You gain 4.33 gold from the transmogrification of lifebinding ash vilestaff (111% power, 3 apr, acid element).
You gain 6.11 gold from the transmogrification of infernal ash starstaff (111% power, 3 apr, darkness element).
You gain 4.03 gold from the transmogrification of ash magestaff of greater warding (111% power, 3 apr, cold element).
You gain 20.06 gold from the transmogrification of Oakpassion (100% power, 2 apr, darkness element).
You gain 10.00 gold from the transmogrification of Crystal Shard (113% power, 4 apr, physical element).
You gain 13.89 gold from the transmogrification of Strikepyre.
You gain 5.06 gold from the transmogrification of vined mindstar of storms (83% power, 18 apr, nature damage).
You gain 4.12 gold from the transmogrification of projecting vined mindstar of balance (81% power, 18 apr, nature damage).
You gain 2.52 gold from the transmogrification of creative mossy mindstar of resolve (75% power, 12 apr, nature damage).
You gain 0.50 gold from the transmogrification of steel mace (107% power, 3 apr).
You gain 12.21 gold from the transmogrification of iron mace 'Pyreradiance' (115% power, 2 apr).
You gain 18.26 gold from the transmogrification of Flareguile (112% power, 3 apr).
You gain 2.17 gold from the transmogrification of iron greatmaul of paradox (115% power, 1 apr).
You gain 1.24 gold from the transmogrification of iron greatmaul of erosion (117% power, 1 apr).
You gain 6.95 gold from the transmogrification of enhanced dwarven-steel dagger (120% power, 7 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel dagger of amnesia (118% power, 7 apr).
You gain 3.34 gold from the transmogrification of chilling dwarven-steel dagger of paradox (116% power, 7 apr).
You gain 4.22 gold from the transmogrification of balanced stralite dagger of massacre (145% power, 9 apr).
You gain 1.40 gold from the transmogrification of starlit copper amulet.
You gain 1.14 gold from the transmogrification of regeneration infusion (heal 216; 13 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 597%; cd 8).
You gain 4.31 gold from the transmogrification of heroism infusion (die at -231; dur 6; cd 32).
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

















































































































