










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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 30 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Velowen the elder vampire at level 30 on the 62nd Haze 122nd year of Ascendancy at 22:46 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 16) |
| Magic | 89 (base 60) |
| Willpower | 41 (base 25) |
| Cunning | 42 (base 38) |
Resources
| Life | -572/369 |
| Mana | 205/519 |
| Soul | 7/16 |
| Healing Factor | 1.1724420161896 |
| Regeneration | 1.465552520237 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 9 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +21% |
| Arcane | +15% |
| Cold | +15% |
| All | 0% |
| Darkness | +51% |
| Light | +30% |
| Temporal | +11% |
| Mind | +15% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +5% |
| Cold | +30% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 25 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 36 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 36%( 70%) |
| Cold | + 38%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 56%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 40%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Stun Resistance | 22% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 352 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 152 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1108% for 10 turns (157 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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 Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by ice wyrm. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Xerobeth the skeleton magus. Escort: repented thief (level 1 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Sleetslice' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 41% Damage when hit (Melee): 2 acid Changes resistances: +3% acid / +9% darkness Changes resistances penetration: +20% cold Changes damage: +3% acid Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Light source | EluribaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +5 Wil Changes resistances: +6% blight Changes damage: +6% mind Spellpower: +20 (+5 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xerorianor the Demonresolve (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage when hit (Melee): 6 darkness Changes resistances: +10% fire / +8% cold Changes resistances penetration: +10% cold Changes damage: +15% darkness / +15% cold Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Elenydig the Viletitan [power 1] (20/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +1 Dex / +1 Wil / +3 Con Changes damage: +3% darkness Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | VoruyaminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Changes stats: +4 Str Changes resistances: +26% darkness Changes resistances penetration: +15% physical Changes damage: +13% darkness Only die when reaching: -80.00 life Maximum stamina: +20.00 Rings make your fingers look great! |
| On fingers | gold ring 'Zanurin'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 23 light Changes stats: +7 Mag / +1 Wil / +4 Con Changes resistances penetration: +5% arcane Changes damage: +12% light Physical save: +18 (+9 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Wil Mental save: +6 (+2 eff.) Mana each turn: +0.11 Maximum life: +46.00 Maximum mana: +21.00 A belt that goes around your waist. |
| In main hand | Urthudir (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Changes stats: +3 Mag / +2 Wil Maximum wards: +3 darkness Changes resistances penetration: +5% acid Changes damage: +20% darkness Talents granted: +3 Ward +1 Command Staff Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +10.00 Maximum vim: +20.00 Spellpower: +38 (+10 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 fire / 5 cold / 3 lightning Changes stats: +7 Mag / +3 Wil Changes damage: +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gyrimira (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +2 Wil Changes resistances: +27% light / +11% all Changes damage: +21% blight / +11% temporal / +18% light / +12% arcane Mental save: +19 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +10.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Aeronik the Kindlewrither (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+11 eff.) Damage when hit (Melee): 2 fire Cut immunity: +20% Only die when reaching: -60.00 life Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Scabfury the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Changes resistances: +3% nature / +12% temporal Changes damage: +9% mind Pinning immunity: +20% Knockback immunity: +26% Life regen: +1.00 Stamina each turn: +0.60 Mana each turn: +0.11 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets make your neck look great! |
Inventory
Islythra the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +2 Str / +1 Mag / +6 Con / +6 Lck Reduces incoming crit damage: 15.00% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
archmage's steel amulet of mastery (0.16 Spell / Nightfall)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Talent mastery: +0.16 Spell / Nightfall Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
grounding gold amulet of mastery (0.17 Spell / Age of dusk)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% lightning Talent mastery: +0.17 Spell / Age of dusk Stun/Freeze immunity: +26% Amulets make your neck look great! |
Kyfang the CracklebrawnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +1.0% Armour: +6 Changes stats: +1 Dex Changes resistances penetration: +15% lightning Critical mult.: +5.00% Mental save: +7 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Woeblood the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+6 eff.) Defense: +10 (+4 eff.) Changes stats: +6 Str / +5 Cun / +9 Con Changes damage: +3% blight / +6% darkness Physical save: +8 (+4 eff.) Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of massacre (26-34 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Aerominor the steel greatsword (23-37 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 mind Damage (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +4 Cun Changes resistances: +12% lightning / +12% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.yew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 fire When wielded/worn: Changes damage: +12% fire Longbows are used to shoot arrows at your foes. |
Dawnpiety the yew vilestaff (20-24 power, 4 apr, acid element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +15% acid / +25% mind / +15% light Changes damage: +32% acid / +18% light Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Elyvena the Gleamwhisper (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% light / +10% mind Changes damage: +20% physical / +20% temporal / +20% darkness / +29% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +21 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
blighted yew starstaff of the prodigy (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +8 Wil / +9 Cun Changes damage: +20% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +19.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
imbued ash starstaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Talent on hit(spell): Chain Lightning (10% chance level 2). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Deepsraider (19-27 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% Damage (radius 1) on hit: +12 light / +12 darkness Damage (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Dex Changes resistances penetration: +20% physical One-handed war axes. |
Ravenminister the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +3 Mag / +2 Wil / +4 Con Changes resistances penetration: +5% darkness Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Lightbraid'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% cold / +5% arcane / +3% temporal Damage against: +15% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
Beluma (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+1 eff.) Critical mult.: +20.00% Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Only die when reaching: -90.00 life Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnsin the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +6% darkness Mental save: +6 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Umbrawalker' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Con Changes damage: +6% darkness Critical mult.: +10.00% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% darkness Changes resistances penetration: +12% darkness Changes damage: +9% darkness Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlegash the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 fire Changes stats: +4 Str / +8 Con Critical mult.: +10.00% Mental save: +9 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Rimestreak (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +6% cold Changes resistances penetration: +10% blight Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Infravision radius: +3 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xossra the Strikerazor (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 lightning Changes stats: +3 Mag / +3 Wil Changes damage: +3% lightning Maximum mana: +100.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +1% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.miner's pair of dwarven-steel boots of rushing (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +2 Str / +2 Con Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Relgoladan' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Wil / +17 Cun / +4 Con Physical save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Sunworth the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 17% chance to reduce all saves and defense by 23 * 10 arcane resource burn Damage (Melee): 10 cold / 16 darkness / 18 mind Changes resistances: +6% acid / +6% cold / +6% light / +9% temporal Changes damage: +3% light / +4% cold Mental save: -11 (-5 eff.) Life regen: +6.00 Stamina each turn: +1.10 Maximum stamina: +18.00 Mindpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
polar hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+7 eff.) Armour: +2 Damage (Melee): 5 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethidaba the Ebonyknight (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +2 Cun / +4 Mag Changes resistances penetration: +15% darkness Spell save: +10 (+5 eff.) Mental save: +9 (+3 eff.) Life regen: +3.10 Spell crit. chance: +3% Damage Shield Power: +10% A pointy cloth hat, very wizardly... |
Ce'Nurin the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +3 Mag Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Crown of Burning Pain (8 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +20% fire It can be used to activate talent Meteor Rain (costing 33 power out of 50/50) : Effective talent level: 2.0 Power cost: 33 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 74.99 fire and 74.99 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Duathelpride (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Cun / +3 Str Changes resistances penetration: +10% mind / +15% darkness Mental save: +18 (+6 eff.) Mental crit. chance: +3% A cap made of leather. |
Grinasus the Unlightguile (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes resistances: +6% lightning / +6% temporal / +3% darkness Changes resistances penetration: +10% darkness / +25% lightning Changes damage: +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbusbreaker the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 10 lightning Changes resistances: +3% cold Changes damage: +6% lightning / +6% darkness Blindness immunity: +10% Confusion immunity: +10% Stamina when hit: +0.90 Equilibrium when hit: +0.80 A cap made of leather. |
Unlightbraid the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +15% cold Changes resistances penetration: +10% darkness Changes damage: +3% mind / +10% cold Equilibrium when hit: +0.04 Maximum psi: +30.00 Light radius: +1 See invisible: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Salabeth (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical power: +30 (+18 eff.) Armour: +9 Fatigue: +22% Changes stats: +9 Str / +4 Con Changes resistances: +3% physical Changes resistances penetration: +20% physical Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +54.00 Maximum stamina: +30.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fortifying dwarven-steel plate armour of the deep (0 def, 13 armour) Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Maximum life: +42.00 A suit of armour made of metal plates. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
439 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Beozor the HellsraptorCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+9 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% acid Cut immunity: +10% Confusion immunity: +20% Maximum life: +60.00 Light radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Blackfame the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances penetration: +10% darkness Only die when reaching: -20.00 life Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
RagatirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 17 fire Changes stats: +3 Dex / +2 Mag Changes resistances: +9% blight / +7% fire / +9% darkness Changes resistances penetration: +15% arcane / +8% all Changes damage: +9% arcane Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +3 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 33 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(97 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +49.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Phlegmcrypt [power 105] (20/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +3% nature / +5% arcane Reduces incoming crit damage: 15.00% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.dwarven-steel torque of gale force [power 230] (20/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
3 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. |
4 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Bonny the Cornac Necromancer level 23
48th Dusk 122nd year of Ascendancy at 19:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bonny the Cornac Necromancer level 29
57th Haze 122nd year of Ascendancy at 04:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bonny the Cornac Necromancer level 24
50th Dusk 122nd year of Ascendancy at 07:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bonny the Cornac Necromancer level 10
8th Flare 122nd year of Ascendancy at 02:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bonny the Cornac Necromancer level 20
34th Dusk 122nd year of Ascendancy at 00:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bonny the Cornac Necromancer level 30
60th Haze 122nd year of Ascendancy at 01:55 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bonny the Cornac Necromancer level 26
2nd Haze 122nd year of Ascendancy at 01:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bonny the Cornac Necromancer level 11
9th Flare 122nd year of Ascendancy at 09:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bonny the Cornac Necromancer level 11
2nd Dusk 122nd year of Ascendancy at 06:02 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bonny the Cornac Necromancer level 23
48th Dusk 122nd year of Ascendancy at 12:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bonny the Cornac Necromancer level 17
22nd Dusk 122nd year of Ascendancy at 15:22 see stats
Log
Bonny's desolate waste area effect hits Lesser vampire for 7 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (8 flat reduction), 0 cold (0 total damage).
Bonny's desolate waste area effect hits Lesser vampire for 7 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (8 flat reduction), 0 cold (0 total damage).
Bonny's desolate waste area effect hits Lesser vampire for 7 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (8 flat reduction), 0 cold (0 total damage).
Bonny is fully armored again.
Talent Command Staff is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Rigor Mortis is ready to use.
Talent Invoke Darkness is ready to use.
Bonny hits Velowen the elder vampire for (22 flat reduction), 94 darkness (94 total damage).
Bonny receives 10 healing from Eternal Night.
Grappling hits Bonny for 19 physical damage.
Grappled from Velowen the elder vampire hits Bonny for 53 physical damage.
Dire Plague from Bonny hits Velowen the elder vampire for (22 flat reduction), 14 darkness (15 total damage).
Frost Cut from Bonny hits Velowen the elder vampire for (22 flat reduction), 35 cold (36 total damage).
Grappling hits Bonny for 2 physical, 7 physical (10 total damage).
Lesser vampire misses Bonny.
Bonny's desolate waste area effect hits Lesser vampire for 9 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (9 flat reduction), 0 cold (0 total damage).
Bonny's desolate waste area effect hits Lesser vampire for 9 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (9 flat reduction), 0 cold (0 total damage).
Bonny's desolate waste area effect hits Lesser vampire for 9 cold damage.
Bonny's desolate waste area effect hits Velowen the elder vampire for (9 flat reduction), 0 cold (0 total damage).
Velowen the elder vampire throws two quick punches.
Melee retaliation hits Velowen the elder vampire for (0 flat reduction), 0 acid, (4 flat reduction), 0 darkness, (1 flat reduction), 0 fire, (0 flat reduction), 0 nature, (0 flat reduction), 0 acid, (4 flat reduction), 0 darkness, (1 flat reduction), 0 fire, (0 flat reduction), 0 nature (0 total damage).
Velowen the elder vampire hits Bonny for 123 physical damage.
Bonny the level 30 cornac necromancer was minced to death by Velowen the elder vampire on level 3 of Dreadfell.















































































































