Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.9Official 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 | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 43 / 56% |
Size | medium |
Lifes / Deaths | Killed by Islilratha the corrupted plasmic disruptor at level 43 on the 1st Summertide 123rd year of Ascendancy at 15:33 / 2Killed by Nacz at level 43 on the 1st Summertide 123rd year of Ascendancy at 15:35 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 35 (base 10) |
Magic | 82 (base 60) |
Willpower | 83 (base 60) |
Cunning | 73.6 (base 51) |
Resources
Life | -46/662 |
Mana | 796/809 |
Healing Factor | 1.3129268292683 |
Regeneration | 13.194914634146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 53 |
Accuracy | 20 |
Crit Chance | 39% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 4 |
Accuracy | 20 |
Crit Chance | 38% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 62% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Acid | +34% |
Light | +23% |
Darkness | +17% |
Cold | +28% |
Physical | +8% |
Fire | +59% |
All | +2% |
Offense: Damage Penetration
Acid | +20% |
Blight | +25% |
Darkness | +10% |
Mind | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 25 (37%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 8 |
Physical Save | 27 |
Spell Save | 38 |
Mental Save | 49 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 19%( 70%) |
Arcane | 0%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Darkness | + 27%( 70%) |
Light | + 15%( 70%) |
Lightning | + 9%( 70%) |
Physical | + 4%( 70%) |
Fire | + 10%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Confusion Resistance | 68% |
Silence Resistance | 38% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 unleash a manasurge upon yourself, increasing mana regeneration by 1184% for 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Fire resistance decreased by 39% and mind save by 39. Seared |
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 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 |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+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 +2. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 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 unlocked the hall of reflections. * 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: 1122. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 within | 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. | 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 | Morningsin (0 def, 4 armour) Morningsin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +11% cold / +10% fire Changes damage: +6% light Critical mult.: +10.00% Mental save: +20 (+7 eff.) Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +34% Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 135, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 250.61 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Velussra the Oozeblast (0 def, 5 armour) Velussra the Oozeblast (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Wil / +5 Cun / +5 Con Changes resistances: +13% acid / +9% lightning / +20% fire / +12% nature / +10% cold Changes resistances penetration: +15% nature Changes damage: +3% fire Mindpower: +5 (+1 eff.) A cap made of leather. |
On hands | hardened leather gloves 'Anetir' (0 def, 10 armour) hardened leather gloves 'Anetir' (0 def, 10 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +10 Armour Hardiness: +7% Changes stats: +3 Str / +3 Wil / +4 Cun / +9 Con Changes resistances: +7% darkness / +4% physical Talent mastery: +0.20 Technique / Grappling Blindness immunity: +25% Disarm immunity: +28% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 1.8 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel pickaxe 'Haneromivor' (dig speed 22 turns) dwarven-steel pickaxe 'Haneromivor' (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str Changes resistances: +9% blight / +12% acid Changes resistances penetration: +20% acid / +25% blight Changes damage: +6% acid Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Zubudhelaith ZubudhelaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +5 Con Changes resistances penetration: +15% mind Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +36% Life regen: +4.20 Mental crit. chance: +4% See invisible: +9 Rings can have magical properties. |
On fingers | Erytir the gold ring Erytir the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Str / +3 Con Critical mult.: +12.00% Physical save: +9 (+5 eff.) Stun/Freeze immunity: +37% Life regen: +3.20 Stamina each turn: +0.60 Maximum life: +40.00 Rings can have magical properties. |
Around neck | Layimiwe LayimiwePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes stats: +2 Dex / +4 Mag / +3 Wil Changes damage: +6% acid / +6% physical / +6% fire / +6% cold / +7% lightning Grants telepathy: Demon/Minor Demon/Major Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
In main hand | Telos's Staff (Top Half) (143% power, 0 apr, fire element) Telos's Staff (Top Half) (143% power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. This item has been sent to the Item's Vault. |
Around waist | hardened leather belt 'Ivydana' hardened leather belt 'Ivydana'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +3 Dex / +3 Mag / +3 Con Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Maximum life: +33.00 A belt that goes around your waist. |
In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Cloak | Gloruna the Lightwrack (2 def, 0 armour) Gloruna the Lightwrack (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Mag / +3 Wil / +2 Cun Changes resistances: +15% light Critical mult.: +20.00% Mental save: +12 (+4 eff.) Maximum hate: +10.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cashmere robe 'Galewoe' (2 def, 0 armour) cashmere robe 'Galewoe' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 8 nature Changes stats: +6 Cun Changes resistances: +10% blight / +19% fire Changes damage: +13% fire Critical mult.: +12.00% Life regen: +2.40 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +50.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the sneak (+16 for 11 turns, die at -656) heroism infusion of the sneak (+16 for 11 turns, die at -656)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -656 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+9 for 10 turns, die at -671) heroism infusion of the warrior (+9 for 10 turns, die at -671)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -671 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+9 for 11 turns, die at -598) heroism infusion of the warrior (+9 for 11 turns, die at -598)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 11 turns. While Heroism is active, you will only die when reaching -598 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+17 for 8 turns, die at -574) heroism infusion of the wizard (+17 for 8 turns, die at -574)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -574 life. It will always increase your three highest stats. 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 ability. |
movement infusion of the wizard (726% speed; 5 turns) movement infusion of the wizard (726% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 726% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (826% speed; 7 turns) movement infusion of the wizard (826% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 826% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (482.00 temporal damage, removed from time 4 turns) Rune of the Rift (482.00 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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 417.89 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 ability. |
shielding rune of the wizard (absorb 457 for 3 turns) shielding rune of the wizard (absorb 457 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 457 damage for 3 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 ability. |
shielding rune of the wizard (absorb 474 for 3 turns) shielding rune of the wizard (absorb 474 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 3 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 ability. |
Aruwe AruweCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +3 Wil / +6 Con Changes resistances: +5% arcane Talent masteries: +0.24 Spell / Storm +0.24 Spell / Water Light radius: +2 Amulets can have magical properties. |
Lustrefame the steel amulet Lustrefame the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Str / +2 Wil / +1 Cun Changes resistances: +10% mind Physical save: +11 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Confusion immunity: +26% Mindpower: +2 (+0 eff.) Amulets can have magical properties. |
Hellpiercer HellpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 12 mind / 16 fire Changes stats: +5 Str Changes damage: +21% mind / +30% fire Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Shinejustice the steel ring Shinejustice the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% fire / +22% cold / +6% light / +3% mind Changes damage: +11% cold / +6% mind / +11% fire Rings can have magical properties. |
Silata the steel ring Silata the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Str / +4 Con Changes resistances penetration: +10% physical Physical save: +38 (+17 eff.) Cut immunity: +20% Rings can have magical properties. |
copper ring 'Emelunn' copper ring 'Emelunn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +3% nature / +3% lightning Changes damage: +3% arcane Spell save: +3 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Rings can have magical properties. |
pixie's copper ring pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
steel ring 'Anayon' steel ring 'Anayon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Dex / +3 Mag / +5 Cun / +5 Con Changes damage: +9% mind Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Rings can have magical properties. |
steel ring 'Faladin' steel ring 'Faladin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% arcane Changes damage: +13% arcane / +30% blight Critical mult.: +10.00% Spellpower: +4 (+1 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
Hellstreason the dragonbone magestaff (136% power, 6 apr, lightning element) Hellstreason the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +13 (+13 eff.) Effects on melee hit: * 16% chance to blind Changes stats: +10 Mag / +10 Cun / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +25% fire Changes damage: +30% lightning Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +39.00% Vim when firing critical spell: +7.00 Maximum vim: +37.00 Maximum neg.energy: +39.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 85.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Singerace the linen robe (9 def, 3 armour) Singerace the linen robe (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Defense: +9 (+9 eff.) Ranged Defense: +6 (+6 eff.) Damage when hit (Melee): 16 physical Changes resistances penetration: +20% fire Physical save: +38 (+17 eff.) Maximum stamina: +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethedann the pair of drakeskin leather boots (6 def, 5 armour) Bethedann the pair of drakeskin leather boots (6 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+6 eff.) Ranged Defense: +7 (+7 eff.) Fatigue: +5% Changes stats: +6 Wil / +4 Con Changes resistances penetration: +9% physical Grants telepathy: Demon/Minor Demon/Major Spell save: +3 (+2 eff.) Life regen: +4.60 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Mindpower: +7 (+2 eff.) Healing mod.: +18% Damage Shield penetration: +40% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Zubedawen (9 def, 5 armour) Zubedawen (9 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Armour: +5 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water Critical mult.: +9.00% Maximum stamina: +10.00 A cap made of leather. |
hardened leather cap 'Blazepanic' (0 def, 3 armour) hardened leather cap 'Blazepanic' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 7 physical Changes stats: +16 Str / +13 Dex Changes resistances: +3% acid / +9% lightning It can be used to activate talent Skullcracker, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 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 63.9 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 92 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 46 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
agate 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. |
1254 alchemist agate 1254 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xena the dwarven-steel pickaxe (dig speed 29 turns) Xena the dwarven-steel pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +3 Wil / +6 Cun Changes resistances: +9% lightning Critical mult.: +10.00% Psi when hit: +0.08 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 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? |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 166.96 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 166.96 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rootseam the brass lantern Rootseam the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex / +1 Wil / +3 Con Maximum life: +40.00 Light radius: +3 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 92 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) 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), costing 28 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 185 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst 5 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. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz 15 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. |
2 ametrine 2 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. |
zircon 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
By Nacz the Shalore Archmage level 36
14th Regrowth 123rd year of Ascendancy at 07:47 see stats
By Nacz the Shalore Archmage level 36
12nd Regrowth 123rd year of Ascendancy at 14:10 see stats
By Nacz the Shalore Archmage level 40
74th Regrowth 123rd year of Ascendancy at 10:39 see stats
By Nacz the Shalore Archmage level 39
65th Regrowth 123rd year of Ascendancy at 01:00 see stats
By Nacz the Shalore Archmage level 24
42nd Haze 122nd year of Ascendancy at 09:41 see stats
By Nacz the Shalore Archmage level 38
52nd Regrowth 123rd year of Ascendancy at 09:45 see stats
By Nacz the Shalore Archmage level 17
36th Dusk 122nd year of Ascendancy at 22:13 see stats
By Nacz the Shalore Archmage level 9
3rd Flare 122nd year of Ascendancy at 17:38 see stats
By Nacz the Shalore Archmage level 30
72nd Haze 122nd year of Ascendancy at 15:07 see stats
By Nacz the Shalore Archmage level 22
19th Haze 122nd year of Ascendancy at 18:37 see stats
By Nacz the Shalore Archmage level 37
38th Regrowth 123rd year of Ascendancy at 14:25 see stats
By Nacz the Shalore Archmage level 9
3rd Flare 122nd year of Ascendancy at 17:38 see stats
By Nacz the Shalore Archmage level 35
9th Regrowth 123rd year of Ascendancy at 19:59 see stats
By Nacz the Shalore Archmage level 28
53rd Haze 122nd year of Ascendancy at 03:54 see stats
By Nacz the Shalore Archmage level 38
44th Regrowth 123rd year of Ascendancy at 22:57 see stats
By Nacz the Shalore Archmage level 10
2nd Dusk 122nd year of Ascendancy at 20:26 see stats
By Nacz the Shalore Archmage level 20
13rd Haze 122nd year of Ascendancy at 09:10 see stats
By Nacz the Shalore Archmage level 30
71st Haze 122nd year of Ascendancy at 00:30 see stats
By Nacz the Shalore Archmage level 40
73rd Regrowth 123rd year of Ascendancy at 20:36 see stats
By Nacz the Shalore Archmage level 40
29th Pyre 123rd year of Ascendancy at 19:41 see stats
By Nacz the Shalore Archmage level 5
75th Pyre 122nd year of Ascendancy at 07:01 see stats
By Nacz the Shalore Archmage level 18
77th Dusk 122nd year of Ascendancy at 12:39 see stats
By Nacz the Shalore Archmage level 41
29th Pyre 123rd year of Ascendancy at 19:59 see stats
By Nacz the Shalore Archmage level 40
74th Regrowth 123rd year of Ascendancy at 03:46 see stats
By Nacz the Shalore Archmage level 39
69th Regrowth 123rd year of Ascendancy at 04:51 see stats
By Nacz the Shalore Archmage level 14
11st Dusk 122nd year of Ascendancy at 12:55 see stats
By Nacz the Shalore Archmage level 7
6th Mirth 122nd year of Ascendancy at 16:20 see stats
By Nacz the Shalore Archmage level 28
61st Haze 122nd year of Ascendancy at 12:13 see stats
By Nacz the Shalore Archmage level 20
14th Haze 122nd year of Ascendancy at 02:18 see stats
By Nacz the Shalore Archmage level 15
20th Dusk 122nd year of Ascendancy at 03:50 see stats
By Nacz the Shalore Archmage level 43
1st Summertide 123rd year of Ascendancy at 15:33 see stats
By Nacz the Shalore Archmage level 35
11st Regrowth 123rd year of Ascendancy at 00:46 see stats
Log
Nacz slows down.
Nacz is no longer poisoned.
Nacz deactivates Chant of Fortitude.
Nacz deactivates Arcane Power.
The fabric of time around Nacz returns to normal.
Nacz deactivates Quicken Spells.
Nacz deactivates Wildfire.
Nacz has finished recovering.
Nacz deactivates Shielding.
Personal New Achievement: Unstoppable (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
Nacz casts Flame.
Nacz's spell attains critical power!
Ivura the corrupted protoplasmic controller is on fire!
Ivura the corrupted protoplasmic controller shares damage with his oozes!
Nacz hits Ivura the corrupted protoplasmic controller for 199 fire damage.
Islilratha the corrupted plasmic disruptor casts Moonlight Ray.
Talent Aegis is ready to use.
Nacz HEALS from darkness damage!
Islilratha the corrupted plasmic disruptor hits Nacz for 227 darkness, 82 healing (227 total damage) [82 healing].
Ivura the corrupted protoplasmic controller uses Ice Claw.
Nacz shrugs off the effect 'Armor Corroded'!
Ivura the corrupted protoplasmic controller shares damage with his oozes!
Ivura the corrupted protoplasmic controller hits Nacz for 386 cold damage.
Nacz hits Ivura the corrupted protoplasmic controller for 5 acid, 3 nature, 2 lightning (10 total damage).
The demonic soul releases a burst of fire around Ivura the corrupted protoplasmic controller!
Nacz is seared.
Saving game...