










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 21 / 93% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 68 (base 50) |
| Dexterity | 33 (base 24) |
| Constitution | 18 (base 10) |
| Magic | 47 (base 31) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 718/718 |
| Positive | 50/50 |
| Stamina | 182/182 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 4.5523295084386 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +24% |
| Darkness | +3% |
| Nature | +16% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Physical | +29% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 54.551211628464 (73.607947236566%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 39 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Stun Resistance | 53% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 429 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 3 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Second Life |
| talent | Weapon of Light |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 |
Equipment
| On feet | Cuthadoran (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Lck / +6 Dex Stealth bonus: +10 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | Glarerazor =7l=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag / +2 Wil Changes resistances: +9% light Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cuthokor (0 def, 3 armour) =29pen10damage=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Wil Changes resistances penetration: +20% physical Changes damage: +9% physical Spell save: +15 (+5 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.20 A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+5 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 176.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | dwarven-steel pickaxe 'Dawnslicer' (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Str / +4 Con Changes resistances: +12% nature Changes damage: +7% nature / +15% physical Only die when reaching: -60.00 life Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | DemonhueCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes stats: +1 Str / +4 Cun / +2 Con Changes resistances penetration: +15% darkness Changes damage: +3% darkness Stun/Freeze immunity: +28% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
| In main hand | Ivura (122% power, 4 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 122% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+12 eff.) Armour penetration: +7 Physical crit. chance: +1.0% Defense: +7 (+2 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +9% physical Disarm immunity: +32% Spellpower: +9 (+3 eff.) Massive two-handed swords. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Cyrussra' (1 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Cun / +4 Mag Changes resistances: +11% darkness / +11% temporal Only die when reaching: -80.00 life Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Weepcut (0 def, 24 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +17 (+4 eff.) Armour: +24 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +5 Str / +5 Mag / +4 Wil Changes resistances: +22% lightning / +6% physical / +6% fire / +8% cold / +3% mind / +7% acid Changes resistances penetration: +5% nature Changes damage: +9% nature Spellpower: +12 (+4 eff.) Spell crit. chance: +6% Mindpower: +10 (+5 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
Inventory
wild infusion of the wizard (res 27%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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; lightning, physical, darkness, acid)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: 4 lightning, 4 physical, 4 darkness, 3 acid 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. |
biting gale rune of the wizard (damage 169; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 169.42 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the duelist (range 5; phase 17; cd 10)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: 10 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity 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. |
blink rune of the warrior (range 6; phase 22; 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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength 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. |
shatter afflictions rune of the duelist (absorb 108; cd 12)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: 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 108 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 Dexterity 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. |
shatter afflictions rune of the warrior (absorb 108; cd 12)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: 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 108 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 Strength 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. |
shatter afflictions rune of the warrior (absorb 116; cd 12)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: 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 116 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 Strength 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. |
shielding rune of the warrior (absorb 322; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 322 damage for 4 turns. Its effects scale with your Strength 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. |
shielding rune of the wizard (absorb 250; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 250 damage for 4 turns. 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. |
grounding gold amulet of strength (+4) =23stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +16% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
Zisadas the copper ring =2m=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 mind / 2 arcane Changes stats: +2 Mag Spellpower: +17 (+6 eff.) Spell crit. chance: +6% Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Hazepeal'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +9% cold / +25% nature / +12% temporal Changes damage: +11% nature / +9% cold Rings make your fingers look great! |
savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +10 (+4 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Confusion immunity: +22% Rings make your fingers look great! |
warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
dwarven-steel greatsword (148% power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
Emeba the Pureradiance (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to slow global speed by 41% * 8% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +10 blight / +12 temporal Damage (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances: +14% temporal Changes resistances penetration: +10% nature Changes damage: +12% nature Critical mult.: +21.00% Disease immunity: +17% One-handed war axes. |
Aerasera the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +2 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +3% acid Spell save: +6 (+2 eff.) Stamina each turn: +1.00 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Rainking' =3stam=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +6% cold Changes damage: +9% physical Spell save: +5 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +10.00 See invisible: +3 Size category: +1 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bethenn the Blindcrypt (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 blight Changes stats: +1 Str / +1 Mag / +2 Con Changes resistances: +3% darkness Critical mult.: +10.00% Maximum stamina: +20.00 Maximum vim: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackarc the linen cloak (1 def, 0 armour) =4c=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Str / +3 Mag / +2 Wil / +1 Cun / +4 Con Changes resistances penetration: +5% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpionrage the cashmere robe (0 def, 0 armour) =9m=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +9 Mag Changes resistances: +11% all Changes resistances penetration: +8% temporal / +8% physical Changes damage: +12% temporal / +3% nature / +16% physical Mana when firing critical spell: +2.00 Maximum vim: +20.00 Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkwreath the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% mind / +32% darkness / +9% all Changes resistances penetration: +6% temporal / +9% physical Changes damage: +3% lightning / +7% physical / +14% darkness / +6% arcane / +11% temporal Critical mult.: +10.00% Physical save: +12 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +22 (+14 eff.) Vim when firing critical spell: +1.00 Maximum vim: +10.00 Reduces paradox anomalies(equivalent to willpower): +9 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Chamudin (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +11 Fatigue: +2% Changes stats: +3 Str Changes damage: +3% physical Only die when reaching: -80.00 life Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelykira the Kindlemark (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Fatigue: -3% Changes stats: +1 Str / +5 Dex Changes resistances: +3% fire Changes resistances penetration: +10% physical Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Amaroddarab' (0 def, 3 armour) =3l11w=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +11 Wil / +2 Con Reduces incoming crit damage: 10.00% Light radius: +3 It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Porethra the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Changes stats: +3 Dex / +1 Mag / +4 Con Changes resistances: +3% cold Physical save: +3 (+2 eff.) Life regen: +4.00 Maximum psi: +10.00 See invisible: +6 When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Bethiriwe' (0 def, 2 armour) =4m=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 blight / 4 arcane / 5 light Changes stats: +4 Mag / +5 Wil Changes resistances: +6% blight / +9% arcane / +5% light Changes resistances penetration: +15% arcane / +15% acid Changes damage: +5% blight / +3% arcane / +3% light Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Searing Light (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane Damage (radius 2) on crit: +8 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Bogthorn' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes damage: +3% nature / +6% blight Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +22% Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Bethitha' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Armour: +3 Damage when hit (Melee): 6 acid Physical save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Disarm immunity: +24% Only die when reaching: -20.00 life Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adath (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +3% mind / +3% nature Mental save: +9 (+7 eff.) Mana when firing critical spell: +1.00 Only die when reaching: -20.00 life Maximum life: +80.00 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 256.8 Physical damage. If the attack hits, the target is confused (35% 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 cap made of leather. |
Zanorach the Brightblight (7 def, 16 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +7 (+2 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +3% arcane Mental save: +10 (+8 eff.) Life regen: +3.00 Maximum life: +36.00 Healing mod.: +12% A suit of armour made of mail. |
Chamovor (3 def, 2 armour) =3c=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +5 Dex / +3 Con Life regen: +2.00 Maximum life: +20.00 Maximum stamina: +20.00 Healing mod.: +11% A suit of armour made of leather. |
5 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. |
218 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Woebreak' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str / +10 Mag / +3 Con Changes damage: +6% darkness See invisible: +6 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: 2.0 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 +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazereign the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances penetration: +5% fire Changes damage: +6% mind Maximum life: +45.00 Light radius: +5 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. |
BoltvengeanceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% lightning Mental save: +6 (+6 eff.) Blindness immunity: +10% Disease immunity: +20% Only die when reaching: -80.00 life Light radius: +3 See stealth: +7 See invisible: +6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
VoidboneInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Damage when hit (Melee): 8 mind Changes resistances penetration: +15% physical Changes damage: +6% darkness / +6% physical Mental save: +6 (+6 eff.) Maximum stamina: +10.00 Light radius: +3 See stealth: +6 See invisible: +5 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 OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+8 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
ash totem of healing [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 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 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GoldNigger the Ogre Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 09:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By GoldNigger the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 23:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By GoldNigger the Ogre Sun Paladin level 20
77th Dusk 122nd year of Ascendancy at 07:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By GoldNigger the Ogre Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 09:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By GoldNigger the Ogre Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 09:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By GoldNigger the Ogre Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 16:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By GoldNigger the Ogre Sun Paladin level 16
45th Dusk 122nd year of Ascendancy at 17:12 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleporting circle to the surface here (press '' or right click to use).
You gain 15.25 gold from the transmogrification of quick yew totem of healing [power 170] (10 cooldown).
You gain 0.25 gold from the transmogrification of pouch of steel shots (23/23, 120% power, 2 apr).
You gain 12.60 gold from the transmogrification of cashmere wizard hat 'Anahir' (2 def, 0 armour).
You gain 3.85 gold from the transmogrification of bladed hardened leather cap of knowledge (0 def, 3 armour).
You gain 13.44 gold from the transmogrification of Thunderrupture the cashmere wizard hat (2 def, 0 armour).
You gain 13.98 gold from the transmogrification of Bokilethad the Frostgore (0 def, 4 armour).
You gain 5.86 gold from the transmogrification of sand hardened leather gloves of butchering (0 def, 7 armour).
You gain 9.94 gold from the transmogrification of Kindleorder (0 def, 4 armour).
You gain 10.42 gold from the transmogrification of regal cashmere cloak of the voidstalker (2 def, 0 armour).
You gain 16.69 gold from the transmogrification of Elusetha the dwarven-steel waraxe (119% power, 4 apr).
You gain 15.86 gold from the transmogrification of Snowwish (120% power, 4 apr, acid element).
You gain 5.67 gold from the transmogrification of hardened leather sling of enduring.
You gain 7.38 gold from the transmogrification of epiphanous mossy mindstar of storms (75% power, 12 apr, nature damage).
You gain 4.47 gold from the transmogrification of arcing dwarven-steel mace of rage (130% power, 4 apr).
You gain 1.33 gold from the transmogrification of insulating gold amulet of willpower (+3).
You gain 1.66 gold from the transmogrification of blink rune (range 5; phase 13; cd 11).
You gain 0.65 gold from the transmogrification of healing infusion (heal 52; cd 12).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 4th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:15.
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)




































































































