












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 38 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 31 on the 8th Iron 123rd year of Ascendancy at 11:35 / 2Killed by Aeroganne the orc elite fighter at level 38 on the 12nd Gold 123rd year of Ascendancy at 19:45 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 79 (base 60) |
| Constitution | 39 (base 21) |
| Magic | 38 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 30 (base 25) |
Resources
| Life | -403/1615 |
| Stamina | 238/288 |
| Healing Factor | 1.2162543368031 |
| Regeneration | 9.3256872627912 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 29.446758763835 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 69 |
| Crit Chance | 32% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Nature | +27% |
| Arcane | +22% |
| Mind | +15% |
| All | +12% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Darkness | +10% |
| Nature | +25% |
| Physical | +29% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.883307766992 (86.151787968034%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 35 |
| Physical Save | 64 |
| Spell Save | 55 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 17%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Confusion Resistance | 31% |
| Blind Resistance | 31% |
| Silence Resistance | 32% |
| Bleed Resistance | 20% |
| Pinning Resistance | 36% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -565 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1271 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You failed to protect the injured seer from death by blade horror. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by cold drake. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by ghoul. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed orc heart. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | undeterred pair of dwarven-steel boots of evasion (5 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +3% Disease immunity: +15% Silence immunity: +32% Confusion immunity: +31% Stun/Freeze immunity: +24% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
| Light source | Dairoralar the NoonseamCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +20 (+5 eff.) Armour: +4 Damage when hit (Melee): 10 light Changes stats: +3 Con Changes resistances penetration: +20% physical / +20% light / +25% nature Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Neretha the Unlightward (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +4 Mag / +4 Cun Changes resistances penetration: +5% mind / +10% darkness Changes damage: +10% arcane / +3% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +14.00% Physical save: +10 (+3 eff.) Hate when firing a critical mind attack: +3.00 Spell crit. chance: +17% Mental crit. chance: +25% When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +32.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +17 arcane Damage (radius 2) on crit: +9 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dragonbone totem of healing 'Bindur' [power 440] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +3 Dex / +6 Mag See invisible: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 440 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. * Reduce 3 talent cooldowns by 2. * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): 19 light Damage (Ranged): 24 light Changes stats: +7 Mag Changes damage: +10% light / +6% all Critical mult.: +20.00% Disarm immunity: +31% Pinning immunity: +36% Knockback immunity: +32% Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum life: +29.00 Spellpower: +14 (+4 eff.) Mindpower: +13 (+6 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | gold garnet ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 6 lightning Changes stats: +13 Mag / +18 Wil Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Changes damage: +15% nature / +6% all Mental save: +12 (+4 eff.) Spellpower: +17 (+5 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
| Around neck | gold amulet 'Xeyakira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +6% blight / +4% physical / +27% light / +22% darkness Spell save: +3 (+1 eff.) Blindness immunity: +31% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
| In main hand | stralite mace 'Vorutira' (54-76 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +6 Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +1 Cun Changes resistances: +6% acid / +6% nature / +3% darkness Changes resistances penetration: +9% physical Spell save: +6 (+2 eff.) Blunt and deadly. |
| Around waist | Gilohor the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 physical Changes resistances: +6% lightning / +3% physical / +3% light Cut immunity: +20% Maximum life: +45.00 Maximum stamina: +10.00 A belt that goes around your waist. |
| In off hand | crackling voratun shield of patience (0 def, 10 armour, 66-79 power, 187 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +187 Damage (Melee): +15 lightning When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +11% lightning / +10% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (230) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | marshal's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Str / +3 Con Physical save: +5 (+1 eff.) Maximum life: +121.00 Maximum stamina: +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeremira (18 def, 26 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +26 Defense: +18 (+6 eff.) Fatigue: +20% Changes stats: +6 Con Changes resistances: +7% acid / +7% physical / -11% light / +7% lightning / +16% fire / +8% cold / +8% darkness Physical save: +15 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +3.00 A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 183; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 290 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Mirehash the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 2 nature Changes resistances: +16% temporal Pinning immunity: +23% Knockback immunity: +22% Amulets make your neck look great! |
copper amulet 'Eclipsetrencher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Wil / +5 Cun / +3 Con Changes resistances penetration: +5% darkness Changes damage: +9% darkness Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
ShinecutInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning / +3% light / +3% mind Changes resistances penetration: +5% light Changes damage: +3% light Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Light radius: +2 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.wanderer's gold amulet of cunning (+6) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +9 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
SilithaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes resistances penetration: +20% mind Changes damage: +9% mind Mental save: +3 (+1 eff.) Blindness immunity: +20% Equilibrium when hit: +0.08 Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Con Life regen: +7.00 Maximum life: +41.00 Healing mod.: +11% Rings make your fingers look great! |
savage's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+4 eff.) Life regen: +7.00 Maximum life: +41.00 Maximum stamina: +14.00 Healing mod.: +11% Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +28% Life regen: +4.00 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Life regen: +9.00 Maximum life: +77.00 Healing mod.: +13% Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Isykira (42-59 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage (Melee): +4 blight When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage when hit (Melee): 6 blight Changes resistances penetration: +5% blight / +7% all One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Airbore the cashmere robe (30 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Defense: +30 (+10 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +21% physical / +11% all Changes resistances penetration: +25% physical Changes damage: +36% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stralite plate armour 'Filthwasp' (11 def, 20 armour)Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +11 (+4 eff.) Fatigue: +22% Changes stats: +4 Cun Changes resistances: +16% acid / +10% physical / +10% lightning / +13% fire / +18% nature / +10% cold Talent cooldown: Rush (-5 turns) Spell save: +6 (+2 eff.) Mental save: +18 (+6 eff.) Disarm immunity: +32% Stun/Freeze immunity: +33% Knockback immunity: +36% Maximum life: +25.00 A suit of armour made of metal plates. |
SparkquillInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% lightning / +6% temporal / +9% blight Changes damage: +12% blight A belt that goes around your waist. |
Maleduzor the linen cloak (1 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +9 Defense: +1 (+0 eff.) Changes resistances: +3% blight / +11% cold Changes damage: +12% physical Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frigidrune' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +12% cold Changes resistances penetration: +5% cold / +20% arcane / +10% nature Changes damage: +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stokewalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% temporal / +18% darkness / +6% fire Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+6 eff.) Damage Shield penetration: +30% Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Goma' (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +11 Fatigue: -5% Changes resistances penetration: +5% arcane Stamina each turn: +0.30 Mana each turn: +0.20 Maximum life: +34.00 Maximum mana: +20.00 Infravision radius: +1 Movement speed: +10% A pair of boots made of leather. |
Chalefast the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% lightning Teleport immunity: +20% Life regen: +2.00 Stamina each turn: +1.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +7% darkness Changes damage: +3% darkness When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Camirath (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes resistances: +9% darkness / +12% cold Spell save: +14 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Earesadar the hardened leather gloves (20 def, 4 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +20 (+7 eff.) Changes stats: +4 Dex Changes damage: +9% physical Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Islera (0 def, 13 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +13 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +2 Str / +3 Con Changes resistances: +3% physical Changes damage: +6% physical Physical save: +18 (+5 eff.) When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +10 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Polena the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+0 eff.) Changes stats: +5 Con / +2 Mag Changes damage: +3% physical Spell save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +11 (+3 eff.) A cap made of leather. |
iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
This item will automatically be transmogrified when you leave the level.62 alchemist agate 0.00 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.Unrendur the Natureumbra Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 22 fire Changes stats: +2 Mag / +5 Wil Changes resistances: +8% fire Changes resistances penetration: +25% nature Changes damage: +6% acid Spell crit. chance: +5% Light radius: +4 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 60 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 88% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Alcuin the Dwarf Bulwark level 34
7th Steel 123rd year of Ascendancy at 21:48 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alcuin the Dwarf Bulwark level 32
9th Iron 123rd year of Ascendancy at 12:45 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Alcuin the Dwarf Bulwark level 38
6th Gold 123rd year of Ascendancy at 23:38 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alcuin the Dwarf Bulwark level 11
11st Profit 122nd year of Ascendancy at 21:05 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Alcuin the Dwarf Bulwark level 37
2nd Gold 123rd year of Ascendancy at 22:59 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alcuin the Dwarf Bulwark level 35
19th Steel 123rd year of Ascendancy at 20:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alcuin the Dwarf Bulwark level 23
28th Wealth 122nd year of Ascendancy at 00:47 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alcuin the Dwarf Bulwark level 34
23rd Iron 123rd year of Ascendancy at 05:05 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Alcuin the Dwarf Bulwark level 26
9th Dearth 122nd year of Ascendancy at 15:22 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 Alcuin the Dwarf Bulwark level 37
38th Steel 123rd year of Ascendancy at 07:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alcuin the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 03:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alcuin the Dwarf Bulwark level 20
42nd Profit 122nd year of Ascendancy at 12:30 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alcuin the Dwarf Bulwark level 30
12nd Shortage 122nd year of Ascendancy at 23:26 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Alcuin the Dwarf Bulwark level 26
1st Loss 122nd year of Ascendancy at 01:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alcuin the Dwarf Bulwark level 31
7th Iron 123rd year of Ascendancy at 01:57 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Alcuin the Dwarf Bulwark level 38
3rd Gold 123rd year of Ascendancy at 02:35 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Alcuin the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 20:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alcuin the Dwarf Bulwark level 9
31st Voratun 122nd year of Ascendancy at 11:55 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Alcuin the Dwarf Bulwark level 33
20th Iron 123rd year of Ascendancy at 04:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alcuin the Dwarf Bulwark level 11
20th Profit 122nd year of Ascendancy at 02:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alcuin the Dwarf Bulwark level 22
17th Wealth 122nd year of Ascendancy at 23:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alcuin the Dwarf Bulwark level 16
32nd Profit 122nd year of Ascendancy at 23:12 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Alcuin the Dwarf Bulwark level 31
8th Iron 123rd year of Ascendancy at 11:35 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alcuin the Dwarf Bulwark level 31
8th Iron 123rd year of Ascendancy at 12:27 see stats
Log
Aeroganne the orc elite fighter turns into a wraith.
Aeroganne the orc elite fighter uses Beckon.
Ran for 15 turns (stop reason: detrimental status effect).
Alcuin has been beckoned.
Alcuin struggles against the beckoning.
Cold flames start to appear around Alcuin.
Cold flames trap casts Cold Flames.
Aeroganne the orc elite fighter's morale has been lowered.
Aeroganne the orc elite fighter rushes out!
Alcuin is jolted to attention by the damage and is no longer being beckoned.
Alcuin is no longer beckoned.
Alcuin is on fire!
Alcuin's is surrounded with an all-consuming flame!
Melee retaliation hits Aeroganne the orc elite fighter for (11 rampage shugs off), 0 lightning, (12 rampage shugs off), 0 light, (2 rampage shugs off), 0 physical (0 total damage).
Aeroganne the orc elite fighter hits Alcuin for 435 physical, 11 fire (445 total damage).
Aeroganne the orc elite fighter receives 2 healing from Devouring flames from Aeroganne the orc elite fighter.
Burning from Aeroganne the orc elite fighter hits Alcuin for 4 fire damage.
Aeroganne the orc elite fighter casts Draining Assault.
Aeroganne the orc elite fighter performs a melee critical strike against Alcuin!
Alcuin is recovering from the damage!
Alcuin shrugs off the effect 'Disable'!
Aeroganne the orc elite fighter performs a melee critical strike against Alcuin!
Aeroganne the orc elite fighter's weapon surges with fire!
Aeroganne the orc elite fighter roars triumphantly.
Alcuin shrugs off the effect 'Disable'!
Aeroganne the orc elite fighter steals life from Alcuin!
Alcuin hits Aeroganne the orc elite fighter for 289 healing, 4 healing, 175 healing (0 total damage) [468 healing].
Melee retaliation hits Aeroganne the orc elite fighter for (11 rampage shugs off), 0 lightning, (12 rampage shugs off), 0 light, (2 rampage shugs off), 0 physical, (10 rampage shugs off), 0 lightning, (11 rampage shugs off), 0 light, (2 rampage shugs off), 0 physical (0 total damage).
Aeroganne the orc elite fighter hits Alcuin for 838 physical, 11 fire, 910 physical (1759 total damage).
Alcuin the level 38 dwarf bulwark was chopped into tiny pieces to death by Aeroganne the orc elite fighter on level 1 of Vor Armoury.





































































































