












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! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Possessor Bonus Class 1.5.4Donators/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:
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 | Cornac |
| Class | Solipsist |
| Level / Exp | 42 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyvea the copperhead snake at level 32 on the 58th Regrowth 123rd year of Ascendancy at 05:32 / 2Killed by Emeta the patchwork troll at level 42 on the 53rd Pyre 123rd year of Ascendancy at 17:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 48) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 68.999999999999 (base 60) |
| Cunning | 64 (base 60) |
Resources
| Life | -124/351 |
| Equilibrium | 64 |
| Psi | 134/457 |
| Healing Factor | 1.5299999999999 |
| Regeneration | 0.68849999999996 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +91.413076539405% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 42 |
| Crit Chance | 21% |
| APR | 61 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 118 |
| Accuracy | 42 |
| Crit Chance | 21% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Nature | +6% |
| Mind | +12% |
| Blight | +3% |
| Physical | +19% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Nature | +16% |
| Blight | +5% |
| Physical | +49% |
| Cold | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 91.577216837405 (30%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 10 |
| Physical Save | 77.75 |
| Spell Save | 78.25 |
| Mental Save | 90 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 64%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 14%( 70%) |
| Lightning | + 45%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 35%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Bleed Resistance | 50% |
| Confusion Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 555 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Forge Shield |
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Wild Growth |
| talent | Antimagic Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Absorbs 17 damage from the next blockable attack. Currently Blocking: Acid, Physical. Forge Shield |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-9% global speed). Solipsism |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| beneficial effect | You gain 45% resistance against acid. Resolve |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Conversion (+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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 564. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. 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 naga tongue. * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Guseba' (0 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +18 Fatigue: +3% Changes resistances: +9% acid / +11% lightning / +9% fire / +5% arcane / +10% cold Changes resistances penetration: +25% physical Only die when reaching: -80.00 life Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+0 eff.) Maximum life: +58.00 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hurirak the rough leather cap (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +12% nature / +2% physical Mental save: +9 (+2 eff.) A cap made of leather. |
| On hands | Ereludorach the rough leather gloves (6 def, 7 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+4 eff.) Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances penetration: +15% physical Physical save: +6 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% Life regen: +0.20 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Huridan the ash totem of thorny skin [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Mental save: +45 (+9 eff.) Psi when hit: +0.12 Maximum psi: +40.00 Mental crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's gold ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Velayada'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +9% cold / +3% mind / +12% temporal Mental save: +38 (+7 eff.) Confusion immunity: +24% Rings can have magical properties. |
| Around neck | warrior's copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Cut immunity: +50% Stamina each turn: +0.20 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Earthglamour the pulsing mindstar (12.5-13.75 power, 58 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. The set is complete. Base power: 12.5 - 13.8 Uses stats: 122% Wil, 45% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +58 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +12 Damage when hit (Melee): 10 physical Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +12% nature / +10% physical Changes resistances penetration: +5% blight / +9% physical / +6% nature Changes damage: +3% blight / +8% physical / +6% nature Talent mastery: +0.10 Wild-gift / Harmony Physical save: +5 (+0 eff.) Spell save: +14 (+1 eff.) Mental save: +5 (+1 eff.) Blindness immunity: +0% Stun/Freeze immunity: +0% Equilibrium when hit: +2.10 Vim when firing critical spell: +1.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 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 off hand | horrifying living mindstar of frost (16.5-18.15 power, 73 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. The set is complete. Base power: 16.5 - 18.2 Uses stats: 131% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +23 Damage when hit (Melee): 18 ice / 2 mind / 5 darkness Changes resistances: +15% cold Changes resistances penetration: +4% cold Changes damage: +11% cold / +6% mind / +9% darkness Mindpower: +18 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Offalsmasher the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% acid / +3% physical / +8% lightning / +19% fire / +6% mind / +8% cold Changes resistances penetration: +10% nature Mental save: +35 (+7 eff.) Knockback immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Broderan (13 def, 13 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +13 (+6 eff.) Fatigue: +6% Damage when hit (Melee): 8 light Changes stats: +4 Cun / +3 Wil Changes resistances: +20% blight / +10% darkness / +18% lightning Mental save: +27 (+5 eff.) Equilibrium when hit: +0.08 Light radius: +1 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the psychic (+16 for 10 turns, die at -658) 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: 28 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 16 for 10 turns. While Heroism is active, you will only die when reaching -658 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 376 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level.lightning rune of the psychic (115 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: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 38.33 to 114.99 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) 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. |
ChamyldirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +12 Changes resistances: +24% acid / +12% fire / +15% cold / +2% physical Silence immunity: +25% Amulets can have magical properties. |
Godheyawyn the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% lightning / +12% light / +9% darkness Talent mastery: +0.34 Psionic / Slumber Physical save: +12 (+1 eff.) Mental save: +30 (+6 eff.) Disease immunity: +15% Teleport immunity: +30% Amulets can have magical properties. |
RhodrandilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% nature / +7% physical Reduces incoming crit damage: 15.00% Spell save: +30 (+2 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +40% Stamina each turn: +0.60 Amulets can have magical properties. |
Xanylaith the DawnpyreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +3 Dex / +1 Mag / +3 Con Changes resistances: +6% light Amulets can have magical properties. |
cleansing stralite amulet of dexterity (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +18% nature / +14% blight Poison immunity: +21% Disease immunity: +34% Amulets can have magical properties. |
BranykathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+6 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Str / +7 Dex / +6 Cun Changes resistances: +9% darkness / +15% acid Mental save: +6 (+1 eff.) Blindness immunity: +25% Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +40.00 Rings can have magical properties. |
Dremas the SkyviceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +19% mind Changes resistances penetration: +10% lightning / +20% mind Changes damage: +28% mind / +9% lightning Rings can have magical properties. |
GetyrigCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +15% light / +6% temporal Changes damage: +6% all Spell save: +9 (+1 eff.) Pinning immunity: +20% Spellpower: +11 (+10 eff.) Mindpower: +9 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 6.38 cold and 6.84 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Lightquick'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 4 light Changes resistances: +6% light Changes resistances penetration: +15% light Changes damage: +3% light Mental save: +5 (+1 eff.) Confusion immunity: +20% Light radius: +2 Rings can have magical properties. |
marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Changes stats: +3 Dex Mental save: +7 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
marksman's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
mule's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +7 (+1 eff.) Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+0 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
warrior's gold ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +30% nature Changes damage: +15% nature Rings can have magical properties. |
warrior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+6 eff.) Armour penetration: +8 Armour: +8 Defense: +9 (+4 eff.) Changes stats: +4 Str 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 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Nimbusvenom (40.5-60.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Accuracy: +14 (+9 eff.) Defense: +19 (+9 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% fire Blindness immunity: +30% Disarm immunity: +43% Pinning immunity: +15% Massive two-handed mauls. |
Adynn the Phlegmveil (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 5 mind / 5 darkness Changes stats: +4 Dex / +4 Cun / +7 Con Changes resistances penetration: +20% nature Changes damage: +4% mind / +4% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Smearburst the vined mindstar (4-4.4 power, 20 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. Base power: 4.0 - 4.4 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +14 (+4 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 3 lightning / 6 physical / 5 fire / 5 cold / 4 acid Changes resistances: +4% lightning / +5% physical / +6% acid / +6% fire / +3% nature / +5% cold Blindness immunity: +0% Stun/Freeze immunity: +0% Only die when reaching: -40.00 life Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Ravenkarma' (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 5 lightning / 8 physical / 10 cold / 7 fire / 10 acid Changes stats: +3 Mag Changes resistances: +8% lightning / +8% physical / +6% darkness / +7% fire / +8% acid / +5% cold Changes damage: +9% blight Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +1.90 Spellpower on spell critical (stacks up to 3 times): +4 Hate per kill: +4.00 Psi per kill: +5.00 Maximum life: +42.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to inflict 52.93 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of storms (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +20% lightning Changes damage: +12% lightning Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Furnacehack the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% * 40% chance to disease When wielded/worn: Changes resistances: +9% blight Changes resistances penetration: +25% blight / +17% physical Changes damage: +15% blight / +15% fire Damage Shield penetration: +34% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Korihad the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +4 Mag Changes resistances: +9% mind / +5% arcane Changes resistances penetration: +25% mind Changes damage: +24% arcane Mana each turn: +0.40 Maximum mana: +37.00 A belt that goes around your waist. |
Prismlady the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances penetration: +5% nature Changes damage: +3% nature / +12% light Reduced damage from: +33% Summoned Trap disarming bonus: +12 Stealth bonus: +6 Physical save: +7 (+0 eff.) Mindpower: +4 (+1 eff.) Light radius: +3 Infravision radius: +4 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.9 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 110 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Noonvault (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind Changes resistances: +12% mind / +18% cold Changes damage: +12% light / +6% mind Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak 'Blazerazor' (2 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +21% cold / +27% fire Changes resistances penetration: +10% fire Changes damage: +6% fire / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Durintir' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Dex / +6 Con Changes resistances: +6% mind Physical save: +9 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betedhevea the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Dex / +2 Mag / +4 Con Changes resistances: +16% lightning Changes damage: +11% lightning Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairedan the cashmere robe (11 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +10 Con Changes damage: +14% nature Poison immunity: +32% Disease immunity: +37% Stamina each turn: +0.60 Maximum life: +20.00 Maximum stamina: +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 52% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gunelerach the pair of hardened leather boots (6 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +14 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +4 Con Changes resistances: +9% acid / +7% lightning / +5% cold / +6% mind / +8% fire Stamina each turn: +0.60 A pair of boots made of leather. |
Runorig the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Damage when hit (Melee): 16 acid Changes stats: +6 Dex / +3 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Stamina each turn: +0.30 Maximum life: +34.00 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +1 (+0 eff.) Silence immunity: +35% Confusion immunity: +27% Stun/Freeze immunity: +20% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Lustresmash' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+10 eff.) Armour: +2 Damage when hit (Melee): 8 light Changes stats: +3 Str / +10 Dex / +5 Cun / +2 Con Reduces incoming crit damage: 15.00% Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betina the rough leather cap (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +3% cold / +12% fire Cut immunity: +15% Only die when reaching: -40.00 life A cap made of leather. |
Emuthra (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% blight / +9% acid Changes damage: +3% mind Mental save: +3 (+0 eff.) Silence immunity: +15% Pinning immunity: +5% A cap made of leather. |
cashmere wizard hat 'Glimmerwreath' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 light / 8 mind Changes stats: +6 Cun / +8 Wil Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +15 (+3 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Mindpower: +5 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +40 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Woethorn' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +20% blight / +10% fire / +11% cold Changes resistances penetration: +15% darkness Changes damage: +18% darkness / +9% blight A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of the depths (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% blight / +13% cold / +7% nature Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.spiked dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 physical Changes resistances: +19% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Lightvenom the dwarven-steel shield (8 def, 2 armour, 80.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to blind Changes resistances: +24% cold Changes damage: +12% light / +12% arcane Talent granted: +3 Block Light radius: +3 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.elemental quiver of yew arrows (24/24, 34-47.6 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 24 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows (18/18, 31.5-44.1 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
513 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ChargewinterInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Changes stats: +6 Wil Changes resistances: +6% lightning / +6% acid / +3% all Changes resistances penetration: +8% all Changes damage: +15% lightning Critical mult.: +13.00% Spell save: +9 (+1 eff.) Confusion immunity: +5% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 26 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
overpowered dwarven-steel torque of psychoportation [power 61] (44 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 61), putting all charms on cooldown for 44 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 34] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Filthpulverizer [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% physical Changes damage: +6% nature Disease immunity: +15% Cut immunity: +20% Confusion immunity: +10% Only die when reaching: -80.00 life It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light 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 Alnere the Cornac Solipsist level 39
15th Pyre 123rd year of Ascendancy at 20:42 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alnere the Cornac Solipsist level 39
14th Pyre 123rd year of Ascendancy at 06:29 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Alnere the Cornac Solipsist level 17
21st Dusk 122nd year of Ascendancy at 11:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alnere the Cornac Solipsist level 8
7th Mirth 122nd year of Ascendancy at 13:00 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alnere the Cornac Solipsist level 33
68th Regrowth 123rd year of Ascendancy at 10:50 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Alnere the Cornac Solipsist level 25
11st Regrowth 123rd year of Ascendancy at 18:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alnere the Cornac Solipsist level 23
5th Regrowth 123rd year of Ascendancy at 04:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alnere the Cornac Solipsist level 29
18th Regrowth 123rd year of Ascendancy at 15:11 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Alnere the Cornac Solipsist level 33
66th Regrowth 123rd year of Ascendancy at 14:11 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Alnere the Cornac Solipsist level 42
53rd Pyre 123rd year of Ascendancy at 11:16 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 Alnere the Cornac Solipsist level 32
59th Regrowth 123rd year of Ascendancy at 07:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alnere the Cornac Solipsist level 10
3rd Flare 122nd year of Ascendancy at 12:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alnere the Cornac Solipsist level 20
76th Dusk 122nd year of Ascendancy at 01:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alnere the Cornac Solipsist level 30
18th Regrowth 123rd year of Ascendancy at 15:11 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Alnere the Cornac Solipsist level 40
33rd Pyre 123rd year of Ascendancy at 05:33 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alnere the Cornac Solipsist level 20
77th Dusk 122nd year of Ascendancy at 10:32 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Alnere the Cornac Solipsist level 33
67th Regrowth 123rd year of Ascendancy at 06:27 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Alnere the Cornac Solipsist level 33
67th Regrowth 123rd year of Ascendancy at 06:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alnere the Cornac Solipsist level 33
62nd Regrowth 123rd year of Ascendancy at 19:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alnere the Cornac Solipsist level 8
2nd Summertide 122nd year of Ascendancy at 19:29 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alnere the Cornac Solipsist level 34
75th Regrowth 123rd year of Ascendancy at 08:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alnere the Cornac Solipsist level 26
12nd Regrowth 123rd year of Ascendancy at 04:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alnere the Cornac Solipsist level 15
8th Dusk 122nd year of Ascendancy at 17:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Alnere the Cornac Solipsist level 32
58th Regrowth 123rd year of Ascendancy at 05:32 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alnere the Cornac Solipsist level 37
13rd Pyre 123rd year of Ascendancy at 02:16 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Alnere the Cornac Solipsist level 40
44th Pyre 123rd year of Ascendancy at 05:48 see stats
Log
Alnere converts some damage to Psi!
Alnere hits Emeta the patchwork troll for 1 darkness, 4 physical, 6 cold, 1 mind, 3 light (15 total damage).
Emeta the patchwork troll hits Alnere for (17 blocked), 75 to psi, 101 physical (176 total damage).
Emeta the patchwork troll spits acid!
Alnere's dream shield has been strengthened by the attack!
Alnere is not dazed anymore.
Alnere is invigorated by the attack!
Alnere converts some damage to Psi!
Alnere hits Emeta the patchwork troll for 0 arcane damage.
Emeta the patchwork troll hits Alnere for (17 blocked), (81 antimagic), 35 to psi, 47 acid (81 total damage).
Alnere hits Mountain troll for 37 nature, 45 nature (82 total damage).
Emeta the patchwork troll uses Prismatic Slash.
Alnere's mind surges with critical power!
Alnere is invigorated by the attack!
Alnere is dazed!
Alnere is pinned to the ground.
Alnere is not dazed anymore.
Alnere's mind surges with critical power!
Alnere is invigorated by the attack!
Alnere mentally dismisses some damage!
Alnere converts some damage to Psi!
Alnere hits Emeta the patchwork troll for 0 arcane, 1 darkness, 4 physical, 6 cold, 1 mind, 3 light, 0 arcane (15 total damage).
Emeta the patchwork troll hits Golem (servant of Elawen the forest troll) for 154 acid damage.
Emeta the patchwork troll hits Mountain troll for 186 acid damage.
Emeta the patchwork troll hits Alnere for (17 blocked), (81 antimagic), 53 to psi, 71 acid, (17 blocked), (81 antimagic), (0 dismissed), 0 to psi, 0 acid (124 total damage).
Alnere receives 4 healing (5 psi heal).
Saving done.
Saving done.
Saving game...
































































































































