
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Marauder |
| Level / Exp | 25 / 43% |
| Size | small |
| Lifes / Deaths | Killed by elven elite warrior at level 25 on the 51st Pyre 123rd year of Ascendancy at 06:21 / 2Killed by elven blood mage at level 25 on the 51st Pyre 123rd year of Ascendancy at 06:28 |
Primary Stats
| Strength | 32.167967012405 (base 50) |
| Dexterity | 51 (base 50) |
| Constitution | 12 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 15 (base 11) |
Resources
| Life | -72/381 |
| Mana | 314/314 |
| Stamina | 162/207 |
| Equilibrium | 10 |
| Healing Factor | 1.3 |
| Regeneration | 2.7044000349992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 29.969520820451 |
| Ranged Defense | 29.969520820451 |
| Fatigue | 0 |
| Physical Save | 15.458788454342 |
| Spell Save | 15.4 |
| Mental Save | 18.65 |
Defense: Resistances
| All | -3%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 26% |
| Confusion Resistance | 71% |
| Silence Resistance | 17% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 157 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 312% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Field control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is infected by a disease, reducing its strength by 24 and doing 38.23 blight damage per turn. Weakness Disease |
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.83, and stamina regeneration by 0.37. Bloodbath |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
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 talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 56. | 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. | 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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 chunk of ghoul flesh. * '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 wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 11/20) : Effective talent level: 3.6 Power cost: 15 out of 11/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 30 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Con / +1 Mag Changes damage: +6% arcane It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | temporal hardened leather gloves of dispersion (0 def, 2 armour) temporal hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane / 7 temporal Damage (Ranged): 8 temporal Changes stats: +5 Wil / +5 Mag Changes resistances: +3% arcane / +6% temporal Changes damage: +4% temporal It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Salorira the Weepransom (dig speed 37 turns) Salorira the Weepransom (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +3% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Hettolasta' steel ring 'Hettolasta'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +5 Con Changes resistances: +5% arcane / +22% cold Changes resistances penetration: +5% mind Changes damage: +11% cold Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +23.00 Rings can have magical properties. |
| On fingers | mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
| Around neck | insulating steel amulet of magic (+4) insulating steel amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% cold / +15% fire Amulets can have magical properties. |
| In main hand | Arthadig the steel dagger (109% power, 6 apr) Arthadig the steel dagger (109% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20 arcane resource burn Damage (Melee): +5 darkness Damage against: +4% Living When wielded/worn: Changes resistances: +3% light Sharp, short and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel dagger 'Wildwrest' (105% power, 6 apr) steel dagger 'Wildwrest' (105% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +8 darkness / +4 nature Damage against: +4% Living When wielded/worn: Changes resistances penetration: +5% nature Changes damage: +6% blight Sharp, short and deadly. |
| Cloak | Brightshear the cashmere cloak (2 def, 6 armour) Brightshear the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to daze * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +6% light / +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xowen the woollen robe (0 def, 0 armour) Xowen the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light / +24% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 72) healing infusion of the wizard (heal 72)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (15 nature damage, 20% healing reduction) insidious poison infusion of the sneak (15 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 14.71 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (397% speed; 4 turns) movement infusion of the warrior (397% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 397% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (482% speed; 4 turns) movement infusion of the warrior (482% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 482% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (409% speed; 5 turns) movement infusion of the wizard (409% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 152 over 5 turns) regeneration infusion of the sneak (heal 152 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 15%; cure physical) wild infusion of the psychic (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure physical) wild infusion of the wizard (resist 12%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 7; power 19; dur 4) phase door rune of the wizard (range 7; power 19; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 122 for 4 turns) shielding rune of the psychic (absorb 122 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 122 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 75) teleportation rune of the psychic (range 75)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 10; dur 16; see animal) vision rune of the psychic (radius 10; dur 16; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Beryhad the copper amulet Beryhad the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +6% mind Grants telepathy: Humanoid/Orc See invisible: +3 Amulets can have magical properties. |
Duvuyarach DuvuyarachInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Spell save: +3 (+3 eff.) Confusion immunity: +25% Stun/Freeze immunity: +20% Teleport immunity: +5% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Galetreason the steel amulet Galetreason the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +3% fire / +11% light / +16% darkness Changes resistances penetration: +5% fire Changes damage: +6% lightning Blindness immunity: +28% Amulets can have magical properties. |
Issotogorn IssotogornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +3 Con Changes resistances: +15% acid Amulets can have magical properties. |
Umbraidol the steel amulet Umbraidol the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% lightning Changes resistances penetration: +5% darkness Changes damage: +6% mind Stun/Freeze immunity: +20% Amulets can have magical properties. |
cleansing steel amulet of constitution (+3) cleansing steel amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +12% blight Poison immunity: +22% Disease immunity: +27% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
gold amulet of healing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +40% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 183 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of dexterity (+2) insulating steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% cold / +12% fire Amulets can have magical properties. |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.30 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 129 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's steel amulet of dexterity (+2) savior's steel amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Physical save: +11 (+8 eff.) Spell save: +11 (+8 eff.) Mental save: +10 (+6 eff.) Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet 'Emalramilaith' steel amulet 'Emalramilaith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% nature / +10% temporal Blindness immunity: +15% Disease immunity: +5% Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
steel amulet 'Morbusdeath' steel amulet 'Morbusdeath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances penetration: +10% nature Mental save: +6 (+4 eff.) Life regen: +0.90 Mental crit. chance: +2% Amulets can have magical properties. |
steel amulet 'Pitchmight' steel amulet 'Pitchmight'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +8% physical Changes resistances penetration: +5% darkness Critical mult.: +5.00% Stamina each turn: +0.20 Psi when hit: +0.04 Amulets can have magical properties. |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Bleakwhisper BleakwhisperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +11% mind / +3% darkness Changes damage: +17% mind Rings can have magical properties. |
Kindlewill KindlewillInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +6% temporal Changes resistances penetration: +5% light Mental save: +6 (+4 eff.) Confusion immunity: +20% Rings can have magical properties. |
Lavapulverizer LavapulverizerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Rings can have magical properties. |
Zanugund ZanugundInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Fatigue: -4% Changes stats: +3 Cun / +3 Dex Changes resistances: +22% fire Changes resistances penetration: +5% mind Changes damage: +11% fire Stamina each turn: +0.40 Rings can have magical properties. |
copper ring 'Bethulrabeth' copper ring 'Bethulrabeth'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Mental save: +7 (+4 eff.) Confusion immunity: +25% Rings can have magical properties. |
copper ring 'Dayblast' copper ring 'Dayblast'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% acid / +6% cold Stun/Freeze immunity: +21% Life regen: +1.50 Rings can have magical properties. |
marksman's steel ring of blight (+11%) marksman's steel ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +28% Life regen: +1.40 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Deepspunish' steel ring 'Deepspunish'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Wil Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +5% darkness Mental save: +6 (+4 eff.) Rings can have magical properties. |
steel ring of fire (+24%) steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+5 eff.) Rings can have magical properties. |
titan's steel ring of corrosion (+22%) titan's steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+5 eff.) Rings can have magical properties. |
warrior's gold ring of the mountain (+10%) warrior's gold ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
warrior's steel ring of light (+24%) warrior's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Blindtrencher (102% power, 6 apr) Blindtrencher (102% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances penetration: +5% light Changes damage: +3% acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 5 turns. Sharp, short and deadly. |
Mardeharavon (118% power, 7 apr) Mardeharavon (118% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage Shield penetration (this weapon only): +20% Damage (Melee): +6 mind When wielded/worn: Fatigue: -2% Changes resistances: +1% physical It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 5 turns. Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cyryma the hardened leather belt Cyryma the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +11 (+3 eff.) Fatigue: -4% Spell save: +7 (+6 eff.) Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
Glitterblight the linen cloak (1 def, 0 armour) Glitterblight the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +2 Str / +1 Con Changes resistances: +9% fire Spell save: +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyparry the cashmere cloak (2 def, 0 armour) =5 APR= Skyparry the cashmere cloak (2 def, 0 armour) =5 APR=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Cun / +1 Dex Changes resistances: +3% mind Changes resistances penetration: +5% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubomilaith (1 def, 0 armour) Zubomilaith (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Grants telepathy: Dragon Mental save: +3 (+2 eff.) Maximum life: +33.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Aeryrissra' (0 def, 0 armour) woollen robe 'Aeryrissra' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +37% light Changes resistances penetration: +15% mind Changes damage: +25% light Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +20 (+12 eff.) Mental save: +10 (+6 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jetdream (0 def, 4 armour) Jetdream (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +5% lightning / +5% temporal / +6% darkness Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Aduramina' (0 def, 3 armour) pair of iron boots 'Aduramina' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +1 Str Maximum encumbrance: +20 Physical save: +12 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelivena the hardened leather gloves (0 def, 2 armour) Emelivena the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +3 Dex Critical mult.: +6.00% Physical save: +6 (+5 eff.) Stamina each turn: +0.20 Healing mod.: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Poryda the Blastfame (0 def, 8 armour) Poryda the Blastfame (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 8 physical Changes damage: +3% acid / +5% physical Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belona the dwarven-steel helm (0 def, 4 armour) Belona the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind / 20 blight Changes stats: +3 Con / +4 Wil Changes resistances: +9% lightning / +8% temporal / +14% blight Mental save: +8 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.85 to 71.55 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Lisata the stralite mail armour (4 def, 10 armour) Lisata the stralite mail armour (4 def, 10 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Con Changes resistances: +12% acid / +5% cold Allows you to breathe in: water Critical mult.: +6.00% Maximum encumbrance: +20 Life regen: +6.70 Stamina each turn: +0.90 Maximum life: +61.00 Maximum stamina: +5.00 A suit of armour made of mail. |
8 agate 8 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. |
404 alchemist agate 404 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. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Aerazilasus' (dig speed 23 turns) dwarven-steel pickaxe 'Aerazilasus' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Str / +1 Wil / +2 Cun / +2 Con Stamina each turn: +0.20 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betalrawe the Torchire Betalrawe the TorchireInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness / 12 fire Changes resistances penetration: +5% fire Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 19 power out of 25/25) : Effective talent level: 2.0 Power cost: 19 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (2/2) 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, costing 152 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Duvoroddagalen [power 121] (36 cooldown) Duvoroddagalen [power 121] (36 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% nature Maximum wards: +1 physical / +1 mind / +1 darkness Talent granted: +1 Ward Maximum encumbrance: +20 Life regen: +0.20 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 121 for 7 turns, putting all charms on cooldown for 36 turns. Torques are made by powerful psionics to store psionic powers. |
Gakan the Airidol [power 59] (19 cooldown) Gakan the Airidol [power 59] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes damage: +3% arcane / +6% lightning It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns, putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Zeryduzor the steel torque of kinetic psionic shield [power 27] (11 cooldown) Zeryduzor the steel torque of kinetic psionic shield [power 27] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +3 Cun It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield 'Yvubreda' [power 41] (24 cooldown) iron torque of kinetic psionic shield 'Yvubreda' [power 41] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Cun / +1 Con It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 41 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of charged psionic shield [power 99] (21 cooldown) supercharged dwarven-steel torque of charged psionic shield [power 99] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 99 for 7 turns, putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic dwarven-steel torque of thermal psionic shield [power 79] (15 cooldown) telekinetic dwarven-steel torque of thermal psionic shield [power 79] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of healing [power 90] (12 cooldown) quick yew totem of healing [power 90] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 7 (Willpower) for 90, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of thorny skin [power 39] (15 cooldown) warded yew totem of thorny skin [power 39] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +2 acid / +1 nature / +2 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
Salorinor the Shineumbra [power 47] (15 cooldown) Salorinor the Shineumbra [power 47] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% darkness / +10% light It can be used to disarm traps (47 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Brodudir' [power 163] (8 cooldown) ash wand of conjuration 'Brodudir' [power 163] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Life regen: +0.40 Only die when reaching: -20.00 life Maximum life: +20.00 It can be used to fire a bolt of a random element (dam 82-163), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of firewall [power 129] (5 cooldown) bright ash wand of firewall [power 129] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting for 4 turns (dam 129 overall), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of conjuration [power 157] (8 cooldown) defiled ash wand of conjuration [power 157] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 78-157), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking ash wand of clairvoyance [power 10] (5 cooldown) striking ash wand of clairvoyance [power 10] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of clairvoyance [power 11] (5 cooldown) volcanic yew wand of clairvoyance [power 11] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine 10 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Ow, My Balls! the Yeek Marauder level 22
41st Regrowth 123rd year of Ascendancy at 12:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ow, My Balls! the Yeek Marauder level 20
21st Regrowth 123rd year of Ascendancy at 21:58 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 Ow, My Balls! the Yeek Marauder level 23
1st Pyre 123rd year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ow, My Balls! the Yeek Marauder level 10
18th Dusk 122nd year of Ascendancy at 04:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ow, My Balls! the Yeek Marauder level 20
3rd Allure 123rd year of Ascendancy at 02:46 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ow, My Balls! the Yeek Marauder level 20
3rd Allure 123rd year of Ascendancy at 09:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ow, My Balls! the Yeek Marauder level 25
51st Pyre 123rd year of Ascendancy at 06:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ow, My Balls! the Yeek Marauder level 11
36th Dusk 122nd year of Ascendancy at 15:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ow, My Balls! the Yeek Marauder level 15
26th Haze 122nd year of Ascendancy at 06:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ow, My Balls! the Yeek Marauder level 21
26th Regrowth 123rd year of Ascendancy at 11:00 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ow, My Balls! the Yeek Marauder level 25
51st Pyre 123rd year of Ascendancy at 06:21 see stats
Log
Weakness Disease from Elven cultist hits Ow, My Balls! for 29 blight damage.
Raak the wretchling rushes out!
Ow, My Balls! uses Dirty Fighting.
Elven cultist slows down.
Ow, My Balls! performs a melee critical strike against Elven cultist!
Ow, My Balls! revels in the spilt blood and grows stronger!
Elven cultist is covered in acid!
Elven cultist is stunned!
Elven cultist is dazed!
Ow, My Balls! hits Elven cultist for 29 physical, (slow 20%), 21 arcane, 4 darkness, , 7 temporal, 53 arcane, 5 arcane, , 35 physical, 12 acid, 6 darkness, 4 nature, , 7 temporal, 53 arcane, 5 arcane, (243 total damage).
Elven cultist is not dazed anymore.
You feel a surge of power as a powerful creature falls nearby.
Acid Splash from Ow, My Balls! hits Elven cultist for 8 acid damage.
Elven cultist misses Ow, My Balls!.
Weakness Disease from Elven cultist hits Ow, My Balls! for 10 blight damage.
Elven elite warrior hits Ow, My Balls! for 48 physical, 4 fire (52 total damage).
Ow, My Balls! hits Elven elite warrior for 4 light damage.
Elven cultist loses sight!
Raak the wretchling rushes out!
Ow, My Balls! hits Elven cultist for 92 physical, (slow 20%), 25 arcane, 5 darkness, , 9 temporal, 64 arcane, 6 arcane, , 55 physical, 14 acid, 7 darkness, 5 nature, , 9 temporal, 33 arcane, 6 arcane, (331 total damage).
Elven cultist misses Ow, My Balls!.
Glyra the elven warrior slows down.
Elven elite warrior is not stunned anymore.
Elven elite warrior speeds up.
Acid Splash from Ow, My Balls! hits Elven cultist for 8 acid damage.
Saving done.
Saving done.
Saving game...
