










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 30 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Umekabalas's temporal clone at level 30 on the 42nd Haze 122nd year of Ascendancy at 08:05 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 47 (base 30) |
| Magic | 68 (base 51) |
| Willpower | 41 (base 35) |
| Cunning | 32 (base 26) |
Resources
| Life | -249/660 |
| Mana | 309/309 |
| Paradox | 488 |
| Healing Factor | 1.5557603686636 |
| Regeneration | 1.3223963133641 |
Speed
| Mental | -8.0047080075474E-12% |
| Attack | -8.0047080075474E-12% |
| Movement | +24.536172043958% |
| Spell | -8.0047080075474E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 27.300317620788 |
| See Invisible | 41.300317620788 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 25 |
| Crit Chance | 22% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 32% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 11% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +9% |
| Darkness | +12% |
| Blight | +16% |
| Physical | +25% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +15% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 63.719753739813 (44.670658682635%) |
| Defense | 49 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 50 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 32%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 43%( 75%) |
| Light | + 7%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Bleed Resistance | 34% |
| Pinning Resistance | 24% |
| Disarm Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 423 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 397 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Reality Smearing |
| talent | Empower |
| talent | Premonition |
| talent | Contingency |
| talent | Gravity Locus |
| beneficial effect | The target's accuracy and power have been increased by 10. 2 Fateweaver |
| beneficial effect | The target is moving is 25% faster. 2 Celerity |
| detrimental effect | Damage received in the past is returned as 53.31 paradox damage per turn. Reality Smearing |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Reduces temporal damage received by 22%. Premonition Shield |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| beneficial effect | The target's spellpower has been increased by 36. Spellsurge |
| beneficial effect | The target's defense and saves have been increased by 6. 2 Spin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 349. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vampire lord fang. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Balyleg the pair of dwarven-steel boots (9 def, 10 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -4% Changes stats: +3 Cun / +5 Con Maximum encumbrance: +27 Physical save: +23 (+8 eff.) Mental save: +14 (+5 eff.) Life regen: +0.60 Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | GlorenaPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Dex / +5 Mag / +1 Con Changes resistances: +9% blight / +16% darkness Changes damage: +9% light Damage affinity(heal): +5% light Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.24 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating hardened leather cap of sanctity (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% blight / +7% cold / +9% darkness / +5% fire Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| Tool | dwarven-steel torque of thermal psionic shield 'Shimmercrack' [power 69] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +12% lightning Critical mult.: +15.00% Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +7% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 69 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yvowen the ScaldfearPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness / +12% fire Changes resistances penetration: +15% blight / +20% arcane Changes damage: +12% darkness Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | Chargeoath =stats, tenacity, Spower=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +5 Mag / +2 Cun Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Disarm immunity: +34% Pinning immunity: +24% Knockback immunity: +28% Maximum life: +31.00 Spellpower: +10 (+2 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Koreblek the elven-wood magestaff (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +4 acid / +4 arcane When wielded/worn: Physical crit. chance: +8.0% Armour: +15 Defense: +15 (+5 eff.) Maximum wards: +5 physical Changes damage: +6% blight / +25% physical Talents granted: +1 Command Staff +5 Ward Critical mult.: +11.00% Mana each turn: +0.12 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 70.17 to 210.52 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Zanozilamagrim (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +1 Mag Changes resistances: +21% mind / +18% darkness Critical mult.: +20.00% Physical save: +13 (+5 eff.) Spell save: +24 (+8 eff.) Mental save: +26 (+9 eff.) Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Thunderravager (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% acid / +12% nature / +6% darkness / +6% lightning Changes damage: +6% lightning Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Adesewe' =con, crit mult, Spower=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +14 Changes stats: +3 Dex / +11 Con Changes resistances: +5% arcane Changes damage: +10% blight / +7% fire Critical mult.: +28.00% Spellpower: +13 (+3 eff.) Infravision radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 218)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+7 for 7 turns, die at -374)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 7 turns. While Heroism is active, you will only die when reaching -374 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (26 nature damage, 35% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.57 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (758% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 758% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 45; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 45) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 11%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (202 acid damage; disarm 5 turns with power 54)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 201.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 54 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (123 cold damage; freeze 3 turns with power 43)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 123.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 43 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
This item will automatically be transmogrified when you leave the level.biting gale rune of the sneak (94 cold damage; freeze 3 turns with power 39) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 94.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 39 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune (98 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 98.44 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect 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 ability. |
heat beam rune of the sneak (183 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 182.54 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (193 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 64.19 to 192.56 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 365 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 365 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 49) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 51) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 115)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Islithra the steel amulet =teleport stuff=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +9% mind / +12% temporal Teleport immunity: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Siletira the Galefist =immunities=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +6% physical Mental save: +6 (+2 eff.) Disease immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Combat speed: +10% Amulets can have magical properties. |
clarifying steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Blindness immunity: +13% Confusion immunity: +22% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
gold amulet 'Airzeal' =armour, lning res, Psave=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% light / +12% lightning Changes resistances cap: +4% all Changes damage: +6% lightning / +21% light Physical save: +13 (+5 eff.) Amulets can have magical properties. |
gold amulet 'Isonn' =def, wil, Psave, mastery=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Wil Talent mastery: +0.28 Chronomancy / Gravity Physical save: +30 (+10 eff.) Poison immunity: +10% Psi when hit: +0.08 Mental crit. chance: +4% Amulets can have magical properties. |
restful gold amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Mag Life regen: +1.80 Amulets can have magical properties. |
savior's steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Physical save: +10 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Amulets can have magical properties. |
starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% light / +10% darkness Blindness immunity: +22% Amulets can have magical properties. |
steel amulet 'Earthvein' =heal=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +9% nature / +6% physical Changes resistances penetration: +5% acid Changes damage: +3% acid Talent mastery: +0.19 Chronomancy / Stasis Cut immunity: +50% Stamina each turn: +0.20 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Stokesweeper' =fire res, mag, damage=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +3 Mag Changes resistances: +21% fire / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +5% physical / +6% light / +6% fire / +5% darkness / +6% temporal Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
stralite amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str Amulets can have magical properties. |
Earyrath the copper ring =saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +9% acid Physical save: +9 (+3 eff.) Spell save: +11 (+4 eff.) Blindness immunity: +10% Disease immunity: +5% Maximum stamina: +11.00 Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 21 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level.Shimmerkiller the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +26% darkness / +9% lightning Changes damage: +13% darkness Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+8 eff.) Mental crit. chance: +4% Rings can have magical properties. |
Silodhewen the Boltsever =enc, acid, lightning res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes resistances: +12% acid / +12% lightning Changes damage: +3% lightning Maximum encumbrance: +24 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% light Changes damage: +12% light Maximum encumbrance: +23 Rings can have magical properties. |
savior's steel ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Silence immunity: +26% Mana each turn: +0.14 Rings can have magical properties. |
steel ring 'Gyleriath' =str, arm, stats after tp=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str / +3 Dex / +2 Con Physical save: +12 (+4 eff.) Disease immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
titan's gold ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +8 See invisible: +6 Rings can have magical properties. |
warrior's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
warrior's stralite ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
wizard's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +32% Maximum life: +32.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel battleaxe 'Urosasta' (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +28 insidious poison When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Physical power: +4 (+2 eff.) Changes resistances penetration: +20% acid Changes damage: +18% physical Physical save: +6 (+2 eff.) Healing mod.: +20% Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.Dimwire the iron greatmaul (16-24 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +10 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 mind Changes stats: +3 Str Changes damage: +15% mind / +9% physical Stamina when hit: +0.98 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Darkblur (23-36.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +8 darkness When wielded/worn: Damage when hit (Melee): 8 darkness Changes damage: +12% arcane / +9% darkness Mana each turn: +0.36 Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spell crit. chance: +4% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
yew starstaff 'Eremidetar' (20-24 power, 7 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +7.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances penetration: +20% temporal Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +18 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
RunomarathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +24% acid / +15% fire / +9% nature / +6% cold Trap disarming bonus: +20 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
Xinor the hardened leather belt =mana regen=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% blight Reduced damage from: +27% Summoned Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% A belt that goes around your waist. |
hardened leather belt 'Ximira' =enc, magic, light+2=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +6 Mag / +5 Con Maximum encumbrance: +42 Light radius: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Aribeth the Shimmercrack (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +4 (+2 eff.) Armour: +1 Damage (Melee): 6 blight Changes resistances: +6% blight Changes damage: +5% blight Stamina each turn: +0.80 Only die when reaching: -40.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Flamespawn' (9 def, 2 armour) =stun res, die at -80=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 7 fire Changes resistances: +12% fire Changes damage: +5% fire Pinning immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Shinelord' (0 def, 2 armour) =spell crit +12=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +12% light Critical mult.: +6.00% Spell crit. chance: +12% Mental crit. chance: +9% Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fulydas the dwarven-steel helm (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +6% blight / +16% light / +14% darkness Changes damage: +6% mind Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Blindness immunity: +10% Disease immunity: +30% Knockback immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.24 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
This item will automatically be transmogrified when you leave the level.Isann (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+8 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +5 Str / +5 Mag / +8 Wil Changes resistances: +12% lightning Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Maximum hate: +6.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +7% Mindpower: +28 (+11 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
Cleansepython the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +5% physical / +7% cold / +22% fire / +6% nature / +24% lightning Changes damage: +3% nature / +3% darkness Mindpower: +5 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Cracklereeve (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +19% acid / +9% lightning Changes resistances penetration: +15% temporal A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour of clarity (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +6% mind Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron shield 'Duvorand' (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 14% chance to cause random gloom Changes resistances: +20% blight Changes resistances penetration: +10% mind Changes damage: +3% mind Talent granted: +1 Block Handheld deflection devices. |
460 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. |
5 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 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. |
Bokogas the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +6 Changes resistances: +15% lightning / +6% fire / +6% light / +6% nature Changes resistances penetration: +8% all Physical save: +6 (+2 eff.) Maximum hate: +4.00 Mental crit. chance: +2% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Harek [power 28] (30 cooldown) =psychoportation=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +15% lightning Talent granted: +3 Telekinetic Blast Spell save: +26 (+9 eff.) It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
arcane yew wand of trap destruction [power 60] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (60 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Umekabalas the Shalore Paradox Mage level 30
39th Haze 122nd year of Ascendancy at 01:41 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Umekabalas the Shalore Paradox Mage level 22
49th Dusk 122nd year of Ascendancy at 05:34 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Umekabalas the Shalore Paradox Mage level 29
37th Haze 122nd year of Ascendancy at 08:35 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Umekabalas the Shalore Paradox Mage level 22
55th Dusk 122nd year of Ascendancy at 19:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Umekabalas the Shalore Paradox Mage level 22
78th Dusk 122nd year of Ascendancy at 16:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Umekabalas the Shalore Paradox Mage level 22
49th Dusk 122nd year of Ascendancy at 02:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Umekabalas the Shalore Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 08:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Umekabalas the Shalore Paradox Mage level 20
45th Dusk 122nd year of Ascendancy at 07:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Umekabalas the Shalore Paradox Mage level 30
37th Haze 122nd year of Ascendancy at 08:35 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Umekabalas the Shalore Paradox Mage level 22
78th Dusk 122nd year of Ascendancy at 17:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Umekabalas the Shalore Paradox Mage level 28
35th Haze 122nd year of Ascendancy at 04:12 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Umekabalas the Shalore Paradox Mage level 25
21st Haze 122nd year of Ascendancy at 11:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Umekabalas the Shalore Paradox Mage level 12
4th Dusk 122nd year of Ascendancy at 10:20 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Umekabalas the Shalore Paradox Mage level 22
49th Dusk 122nd year of Ascendancy at 05:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Umekabalas the Shalore Paradox Mage level 6
77th Pyre 122nd year of Ascendancy at 21:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Umekabalas the Shalore Paradox Mage level 23
1st Haze 122nd year of Ascendancy at 11:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Umekabalas the Shalore Paradox Mage level 17
32nd Dusk 122nd year of Ascendancy at 23:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Umekabalas the Shalore Paradox Mage level 29
37th Haze 122nd year of Ascendancy at 04:11 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Umekabalas the Shalore Paradox Mage level 6
77th Pyre 122nd year of Ascendancy at 13:33 see stats
Log
Umekabalas killed Scourge drake hatchling!
Umekabalas killed Scourge drake hatchling!
Beleyavena the scourge drake hatchling survived the attenuation.
Beleyavena the scourge drake hatchling casts Phase Door.
Lava floor hits Beleyavena the scourge drake hatchling for 22 fire damage.
Umekabalas's Temporal Bolt hits Scourge drake hatchling for 61 physical, 137 temporal (198 total damage).
Umekabalas's Temporal Bolt hits Scourge drake hatchling for 63 physical, 143 temporal (207 total damage).
Umekabalas's temporal clone casts Materialize Barrier.
Talent Induce Anomaly is ready to use.
Talent Temporal Bolt is ready to use.
Umekabalas's Temporal Bolt hits Scourge drake hatchling for 66 physical, 149 temporal (215 total damage).
Umekabalas's Temporal Bolt killed Scourge drake hatchling!
You pickup 0.60 gold pieces.
You pickup 0.60 gold pieces.
Umekabalas's temporal clone casts Time Skip.
Umekabalas spins fate.
Umekabalas weaves fate.
Reality smears around Umekabalas.
Umekabalas's temporal clone's spell attains critical power!
Umekabalas's temporal clone is surging arcane power.
Umekabalas casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Umekabalas converts damage to paradox!
Umekabalas's temporal clone hits Umekabalas for (17 converted), 39 physical, (30 converted), 70 temporal (109 total damage).
Umekabalas is recovering from the damage!
Your Contingency triggered Rune: Shielding!
Saving game...











































































































