












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 41 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Islata the corrupted dendritic hemospinner at level 41 on the 30th Loss 123rd year of Ascendancy at 00:17 / 1 |
Primary Stats
| Strength | 26 (base 15) |
| Dexterity | 58 (base 60) |
| Constitution | 17 (base 11) |
| Magic | 89 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 52 (base 39) |
Resources
| Life | -263/1136 |
| Mana | 193/470 |
| Stamina | 206/265 |
| Positive | 51/170 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 0.26573537981848 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 62 |
| Crit Chance | 37% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 95 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Light | +137% |
| Nature | +22% |
| Arcane | +25% |
| Fire | +13% |
| All | +13% |
Offense: Damage Penetration
| Light | +34% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 16 |
| Physical Save | 42 |
| Spell Save | 53 |
| Mental Save | 60 |
Defense: Resistances
| Nature | + 23%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 23%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 65%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 60% |
| Blind Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 545 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+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 Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 448. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed black mamba head. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * You've found the needed orc heart. 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 honey tree root. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 46% (based on Cunning) Activation costs 50 power out of 9/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +10% light Damage affinity(heal): +5% light Blindness immunity: +23% Confusion immunity: +15% Light radius: +11 See stealth: +7 See invisible: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 556.74 light damage. At talent level 3 you gain 44% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gloryretha the hardened leather cap (10 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +20 (+7 eff.) Armour: +3 Defense: +10 (+4 eff.) Fatigue: +3% Changes resistances: +18% mind Mental save: +19 (+4 eff.) Confusion immunity: +35% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum stamina: +30.00 Spellpower: +25 (+5 eff.) A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Offalqueen' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 light Changes resistances: +9% light / +6% cold Changes damage: +6% light / +9% nature Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +15 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing 'Skybone' [power 212] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +6 Mag Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Blazemark'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 physical Changes stats: +3 Con Changes resistances: +28% light Changes damage: +32% light Critical mult.: +15.00% Only die when reaching: -80.00 life Rings make your fingers look great! |
| On fingers | Morningcutter =Str 5=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Changes stats: +5 Str Changes resistances: +12% blight / +15% fire / +6% light Changes damage: +12% light Light radius: +3 Rings make your fingers look great! |
| Around neck | BrodorimInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +2 Defense: +9 (+3 eff.) Changes stats: +8 Lck Changes resistances: +32% fire / +44% cold Critical mult.: +10.00% Knockback immunity: +10% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
| In main hand | magewarrior's short dragonbone starstaff of channeling (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.35 Spellpower: +37 (+7 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Aerotha the HazewingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Mag Changes resistances: +9% cold Changes damage: +12% arcane Spell save: +12 (+4 eff.) Mental save: +11 (+2 eff.) Spellpower: +38 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | coruscating voratun shield of the stars (0 def, 10 armour, 68-82 power, 207.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 Damage (Melee): +14 fire / +12 light / +16 darkness When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 5 fire Changes stats: +2 Str / +8 Cun / +5 Mag Changes resistances: +13% fire / +15% light / +13% darkness Changes damage: +15% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Shiverpunish the cashmere cloak (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +3 Wil Changes resistances: +12% nature / +6% cold Disarm immunity: +20% Knockback immunity: +20% Mana each turn: +0.08 Spellpower: +30 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stargazer's silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +10% darkness / +13% light / +13% all Spellpower: +17 (+3 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -733; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -733 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1635 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion of the duelist (speed 656%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 589%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 589% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 910%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 910% 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 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 nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 360; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 5; phase 16; cd 16)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: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (214.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 241.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, fire, mind, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 light, 4 fire, 3 mind, 3 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 0; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. 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 spell talent. |
teleportation rune of the wizard (range 132; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (195). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
sneakthief's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Damage (Melee): 16 light Damage (Ranged): 13 light Changes stats: +4 Dex / +4 Mag / +6 Cun Changes damage: +10% light Rings make your fingers look great! |
Blackblow of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Effects when hit in melee: * 28% chance to reduce strength, dexterity, and constitution by 38 * 24% chance to reduce damage dealt by 15% Damage when hit (Melee): 2 fire Changes stats: +6 Mag / +7 Wil Changes resistances: +18% darkness / +3% fire Changes resistances penetration: +5% fire Changes damage: +6% fire Maximum encumbrance: +26 Stun/Freeze immunity: +40% Life regen: +5.00 Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Urthilach' =28 Lightning rez=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +8 Con Changes resistances: +28% lightning / +5% arcane / +15% blight Changes damage: +14% lightning Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
Acera (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 61 acid damage in a 4 radius ball. This damage will increase by 45% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
enhanced dwarven-steel dagger of crippling (22-29 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Str / +5 Dex / +9 Mag / +5 Wil / +5 Cun / +7 Con Sharp, short and deadly. |
volcanic drakeskin leather armour of alacrity (20 def, 20 armour) =Combat Casting speed=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 9 fire Changes resistances: +22% fire / +18% physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Bethaleth the dwarven-steel mail armour (13 def, 11 armour) =water breath=Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +11 Defense: +13 (+5 eff.) Fatigue: +12% Changes resistances: +8% acid / +8% cold Allows you to breathe in: water Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 A suit of armour made of mail. |
monstrous hardened leather belt of burglary =Str 4=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Str / +5 Dex / +5 Cun / +4 Con / +6 Lck Trap disarming bonus: +10 Stealth bonus: +9 Physical save: +7 (+2 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
battlemaster's cashmere cloak of conjuring (2 def, 0 armour) =Str 3=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances penetration: +9% arcane Changes damage: +9% arcane Talent mastery: +0.30 Technique / Combat training Critical mult.: +10.00% Spell save: +10 (+3 eff.) Stamina each turn: +0.80 Maximum mana: +54.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Baludor the Blazespawn (0 def, 2 armour) =Light 9%=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% mind Changes damage: +9% light Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Disarm immunity: +20% Only die when reaching: -40.00 life Infravision radius: +1 A pair of boots made of leather. |
Duskgrind the dwarven-steel helm (0 def, 4 armour) =Str 7=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 darkness Changes stats: +7 Str Changes resistances: +12% mind Changes damage: +12% mind Light radius: +2 Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 111.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
871 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Aeriwyn' (dig speed 5 turns) =Str 7, ACC=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +18 Physical power: +8 (+3 eff.) Changes stats: +7 Str Changes resistances: +12% light / +12% cold Changes damage: +11% mind / +8% fire Critical mult.: +18.00% Spell save: +6 (+2 eff.) Mental save: +11 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 139% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 540.14 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Dourblast the dragonbone totem of summon tentacle [power 390] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes resistances: +9% temporal / +3% nature / +3% darkness Changes damage: +6% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 918 Base Damage: 415 Armor: 28 All Resist: 34 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (124 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Shein the Dwarf Sun Paladin level 41
26th Loss 123rd year of Ascendancy at 00:52 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Shein the Dwarf Sun Paladin level 41
12nd Loss 123rd year of Ascendancy at 18:31 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Shein the Dwarf Sun Paladin level 34
26th Profit 123rd year of Ascendancy at 09:00 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Shein the Dwarf Sun Paladin level 32
2nd Acquisition 123rd year of Ascendancy at 21:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shein the Dwarf Sun Paladin level 20
19th Steel 123rd year of Ascendancy at 21:14 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Shein the Dwarf Sun Paladin level 33
13rd Profit 123rd year of Ascendancy at 16:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shein the Dwarf Sun Paladin level 24
17th Stralite 123rd year of Ascendancy at 06:25 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shein the Dwarf Sun Paladin level 33
15th Profit 123rd year of Ascendancy at 16:41 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Shein the Dwarf Sun Paladin level 34
26th Profit 123rd year of Ascendancy at 08:22 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shein the Dwarf Sun Paladin level 35
15th Wealth 123rd year of Ascendancy at 01:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shein the Dwarf Sun Paladin level 10
24th Loss 122nd year of Ascendancy at 06:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shein the Dwarf Sun Paladin level 20
28th Iron 123rd year of Ascendancy at 16:44 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shein the Dwarf Sun Paladin level 30
42nd Stralite 123rd year of Ascendancy at 06:35 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Shein the Dwarf Sun Paladin level 40
15th Dearth 123rd year of Ascendancy at 08:30 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shein the Dwarf Sun Paladin level 23
9th Gold 123rd year of Ascendancy at 11:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Shein the Dwarf Sun Paladin level 38
10th Dearth 123rd year of Ascendancy at 10:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shein the Dwarf Sun Paladin level 19
27th Iron 123rd year of Ascendancy at 01:37 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Shein the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 02:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shein the Dwarf Sun Paladin level 12
27th Shortage 122nd year of Ascendancy at 13:21 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shein the Dwarf Sun Paladin level 30
23rd Voratun 123rd year of Ascendancy at 08:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shein the Dwarf Sun Paladin level 6
27th Wealth 122nd year of Ascendancy at 16:36 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Shein the Dwarf Sun Paladin level 30
22nd Voratun 123rd year of Ascendancy at 13:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shein the Dwarf Sun Paladin level 23
4th Gold 123rd year of Ascendancy at 15:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shein the Dwarf Sun Paladin level 16
7th Iron 123rd year of Ascendancy at 22:13 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shein the Dwarf Sun Paladin level 40
12nd Loss 123rd year of Ascendancy at 02:02 see stats
Log
Shein speeds up.
A shield forms around Shein.
Shein casts Path of the Sun.
Thought-forged bowman's Shoot performs a ranged critical strike against Shein!
Talent Brandish is ready to use.
Thought-forged bowman's Shoot hits Shein for (131 absorbed), 0 physical (0 total damage).
Epidemic from Isluyalaith the corrupted mastocytic feeder hits Shein for (60 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Shein crumbles.
Shein resists!
Shein deactivates Second Life.
Shein has been healed by a blast of positive energy!
Shein is no longer embeded in time.
Islodhethra the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Islata the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Corrupted dendritic hemospinner's Eyal's Wrath hits Shein for 34 nature damage.
Islata the corrupted dendritic hemospinner's Eyal's Wrath hits Shein for 64 nature damage.
Corrupted protoplasmic controller's Acidfire cloud hits Shein for 47 acid damage.
Islodhethra the corrupted dendritic hemospinner's Eyal's Wrath hits Shein for 0 nature damage.
Shein receives 83 healing.
Corrupted acidic digestor's acid area effect hits Bloated ooze for 20 acid damage.
Corrupted acidic digestor's acid area effect hits Shein for 29 acid damage.
Corrupted protoplasmic controller's Acidfire cloud hits Shein for (36 absorbed), 18 acid (18 total damage).
Thought-forged bowman shoots!
Islata the corrupted dendritic hemospinner uses Sunder Mind.
Islata the corrupted dendritic hemospinner's mind surges with critical power!
Shein's mental functions have been impaired.
Islata the corrupted dendritic hemospinner hits Shein for 173 mind damage.
Shein the level 41 dwarf sun paladin was psyched to death by Islata the corrupted dendritic hemospinner on level 1 of inside a giant tentacle.















































































































