











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 31 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Nerita the sandworm at level 21 on the 1st Allure 123rd year of Ascendancy at 19:04 / 2Killed by Urkis, the High Tempest at level 31 on the 61st Haze 123rd year of Ascendancy at 02:55 |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 81 (base 60) |
| Constitution | 26 (base 14) |
| Magic | 22 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | -92/1043 |
| Stamina | 144/200 |
| Healing Factor | 1.2316586254955 |
| Regeneration | 2.7712319073661 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 55.575238763606 |
| See Invisible | 54.575238763606 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 58 |
| Crit Chance | 44% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 58 |
| Crit Chance | 47% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +7% |
| Light | +21% |
| Darkness | +8% |
| Cold | +6% |
| Mind | +18% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Nature | +15% |
| Physical | +20% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (38.594633868923%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 12 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 26%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Teleport Resistance | 20% |
| Pinning Resistance | 40% |
| Knockback Resistance | 26% |
| Disarm Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 611 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 1043% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 118 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within4 lumberjacks have died. | 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 | Gleambloom the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +5% arcane Changes resistances penetration: +10% light Changes damage: +9% light Blindness immunity: +20% Disease immunity: +20% Stamina each turn: +0.50 Maximum life: +78.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | VoidfearInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 6 darkness Changes resistances: +6% mind / +6% darkness Mental save: +10 (+4 eff.) Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Light radius: +4 See stealth: +10 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bethylramira the rough leather cap (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +1% Changes resistances: +3% nature / +3% all Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +10% Maximum life: +60.00 Light radius: +3 Healing mod.: +10% A cap made of leather. |
| On hands | drakeskin leather gloves 'Bethyba' (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical crit. chance: +3.0% Armour: +7 Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 9 acid Changes stats: +3 Str / +10 Dex / +5 Cun Changes resistances: +7% acid Changes damage: +7% acid Mental save: +11 (+4 eff.) Maximum life: +60.00 When used to modify unarmed attacks: Power: 141% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +11 acid It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Scabhue [power 122] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Mag / +2 Cun Changes resistances penetration: +15% nature Changes damage: +3% nature / +3% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Jetrot the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +7 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +3% cold / +6% nature / +5% arcane Changes damage: +3% darkness Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +20.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Neretha the LightningviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +6% fire / +15% lightning Changes resistances penetration: +5% fire Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | GilayonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Changes resistances: +14% lightning / +3% physical Changes damage: +18% mind Physical save: +6 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +25% Teleport immunity: +20% Amulets make your neck look great! |
| In main hand | dwarven-steel dagger 'Undeathglamour' (129% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 130% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Defense: +8 (+2 eff.) Damage when hit (Melee): 2 mind Changes resistances: +12% mind Critical mult.: +16.00% Disarm immunity: +28% Sharp, short and deadly. |
| Around waist | rough leather belt 'Blindthorn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +2 Con Changes resistances: +6% light / +1% physical Changes damage: +12% light Stamina each turn: +3.00 Maximum life: +36.00 A belt that goes around your waist. |
| In off hand | Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 69.04 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | cashmere cloak 'Rainwinnow' (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Changes resistances: +3% light Changes resistances penetration: +20% physical Stamina each turn: +3.00 Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Frozenbrace' (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +3 Str / +4 Dex / +5 Mag / +4 Wil / +4 Cun Changes resistances: +17% lightning / +6% physical / +6% darkness / +9% cold Changes damage: +6% cold Physical save: +12 (+6 eff.) Maximum life: +32.00 A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (die at -449; dur 6; cd 29)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -449 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 898 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 492%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% 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. 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. |
Rune of Reflection (--)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 632% over 10 turns; mana 32; cd 17) 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 632% for 10 turns (0 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 duelist (absorb 441; dur 5; cd 14)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: 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 441 damage for 5 turns. 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. |
shielding rune of the sneak (absorb 466; dur 5; cd 18)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: 18 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 466 damage for 5 turns. Its effects scale with your Cunning 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. |
Galesorrow the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Changes stats: +2 Mag / +3 Cun / +3 Con Changes resistances: +6% lightning Changes resistances cap: +3% all Reduces incoming crit damage: 15.00% Physical save: +17 (+9 eff.) Blindness immunity: +13% Life regen: +2.00 Maximum life: +44.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Lightningglory the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +4% physical / +24% fire Changes resistances penetration: +20% lightning / +15% cold Changes damage: +12% fire Physical save: +3 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Rings make your fingers look great! |
Runanik the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% mind Life regen: +6.00 Maximum life: +43.00 See invisible: +9 Healing mod.: +11% Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.07 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Deepspiety'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 darkness / 4 blight Changes stats: +3 Wil Changes resistances: +9% blight / +3% darkness Mental save: +6 (+2 eff.) Rings make your fingers look great! |
solipsist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +26.00 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Ashriver (100% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +6 Con / +6 Wil Changes resistances: +3% cold / +3% darkness / +9% temporal Changes damage: +3% acid Maximum life: +11.00 Sharp, short and deadly. |
Shineream the dwarven-steel dagger (110% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% nature / +3% blight Changes damage: +3% light Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Splendoursaw the iron dagger (98% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Changes stats: +3 Cun / +9 Mag Reduces incoming crit damage: 10.00% Light radius: +3 Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
warbringer's iron dagger of shearing (100% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical power: +7 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical / +7% all Disarm immunity: +12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel greatmaul of dampening (132% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 133% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+3 eff.) Changes resistances: +12% acid / +14% lightning / +13% cold / +14% fire / +6% all Spell save: +13 (+10 eff.) Disarm immunity: +31% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.ash magestaff of illumination (111% power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 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 and deals 56.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Nuneg the hardened leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str / +9 Mag / +12 Wil Changes resistances penetration: +10% blight Changes damage: +3% blight Physical save: +6 (+3 eff.) Maximum life: +61.00 Maximum mana: +41.00 Maximum stamina: +61.00 Maximum hate: +13.00 Maximum psi: +25.00 Maximum vim: +26.00 Maximum pos.energy: +29.00 Maximum neg.energy: +26.00 Spell crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
Xerylratha the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 physical Changes resistances: +3% light Maximum encumbrance: +22 Disarm immunity: +20% Maximum life: +40.00 A belt that goes around your waist. |
marshal's cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Physical save: +9 (+5 eff.) Maximum life: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Jetspar' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +5% arcane / +9% all Changes resistances penetration: +11% darkness / +11% physical Changes damage: +15% darkness / +15% physical Spell save: +12 (+10 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum hate: +9.00 Spellpower: +30 (+15 eff.) Spell crit. chance: +5% Mindpower: +7 (+4 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silemidawyn the pair of hardened leather boots (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Defense: +10 (+2 eff.) Changes stats: +4 Dex / +2 Mag Changes damage: +15% mind Only die when reaching: -20.00 life Infravision radius: +2 A pair of boots made of leather. |
undeterred pair of rough leather boots of rushing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con Silence immunity: +24% Confusion immunity: +21% Stun/Freeze immunity: +22% It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Brenikor the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +2 Damage (Melee): 10 fire Changes resistances: +7% fire Changes damage: +5% fire Physical save: +14 (+7 eff.) Mental save: +14 (+5 eff.) Cut immunity: +20% Disarm immunity: +60% Confusion immunity: +10% Healing mod.: +15% 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%) Accuracy: +15 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Perfect Control (20% chance level 3). Damage (radius 2) on crit: +9 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanina the Vilepierce (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +7 Str / +3 Mag / +4 Cun Changes resistances: +7% light / +7% darkness Changes damage: +9% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +27 light / +25 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 40.63 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of butchering (0 def, 6 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Armour: +6 Changes resistances: +6% blight Spell save: +15 (+11 eff.) Mental save: +7 (+3 eff.) Maximum life: +52.00 When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 16% chance to slow global speed by 46% * 15% chance to reduce armor by 22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of regeneration (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Mental save: +5 (+2 eff.) Life regen: +3.20 Stamina each turn: +0.30 Psi each turn: +0.16 Maximum life: +40.00 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap 'Brightgasher' (10 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +9 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +8% nature Changes damage: +12% fire Spell save: +6 (+6 eff.) Maximum life: +55.00 Healing mod.: +12% A cap made of leather. |
hardened leather cap 'Nerygama' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +7 Wil / +3 Con Changes resistances: +21% mind / +8% blight Changes damage: +3% mind Mental save: +26 (+9 eff.) Confusion immunity: +27% Light radius: +2 A cap made of leather. |
Yvethra (6 def, 10 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +10% physical / +17% cold / +28% fire Critical mult.: +10.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 A suit of armour made of leather. |
hardened leather armour 'Hanysin' (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage (Melee): 14 acid / 12 fire Damage when hit (Melee): 10 acid / 10 fire / 6 arcane Changes stats: +3 Str Changes resistances: +18% acid / +20% cold / +24% lightning / +15% fire Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Brandsmasher the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +7 Dex Changes resistances: +21% fire Changes resistances penetration: +20% arcane Reduces incoming crit damage: 15.00% Maximum life: +33.00 See invisible: +12 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows 'Hatheromnir' (15/15, 140% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 141% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 15 On weapon hit: * 20% chance to reduce armor by 22% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 acid Damage (radius 1) on hit: +20 mind / +20 acid Damage (radius 2) on crit: +20 mind Arrows are used with bows to pierce your foes to death. |
13 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. |
321 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyreta the voratun pickaxe (dig speed 17 turns)Infused by nature 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +9% mind / +5% arcane / +25% nature / +10% darkness Changes damage: +17% nature / +9% arcane Damage affinity(heal): +15% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 66 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Gelaith'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Mag Changes resistances: +2% physical Mental save: +5 (+2 eff.) Pinning immunity: +10% Maximum life: +20.00 Light radius: +3 See stealth: +8 See invisible: +6 Damage Shield penetration: +10% 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
iron torque of clear mind 'Aryrig' [power 1] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical power: +10 (+4 eff.) Changes damage: +12% physical Critical mult.: +20.00% Mana when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Zanythad' [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Wil Changes damage: +3% acid Only die when reaching: -60.00 life It can be used to sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. 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. |
2 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. |
6 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. |
5 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Peekabush the Cornac Rogue level 31
60th Haze 123rd year of Ascendancy at 13:49 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Peekabush the Cornac Rogue level 16
23rd Haze 122nd year of Ascendancy at 13:10 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Peekabush the Cornac Rogue level 23
7th Allure 123rd year of Ascendancy at 13:25 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Peekabush the Cornac Rogue level 31
60th Haze 123rd year of Ascendancy at 17:19 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Peekabush the Cornac Rogue level 10
50th Dusk 122nd year of Ascendancy at 04:34 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Peekabush the Cornac Rogue level 20
75th Haze 122nd year of Ascendancy at 12:26 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Peekabush the Cornac Rogue level 30
44th Haze 123rd year of Ascendancy at 20:15 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Peekabush the Cornac Rogue level 24
1st Regrowth 123rd year of Ascendancy at 09:24 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Peekabush the Cornac Rogue level 10
74th Dusk 122nd year of Ascendancy at 00:11 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Peekabush the Cornac Rogue level 29
7th Flare 123rd year of Ascendancy at 19:30 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Peekabush the Cornac Rogue level 7
2nd Mirth 122nd year of Ascendancy at 21:36 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Peekabush the Cornac Rogue level 29
7th Flare 123rd year of Ascendancy at 03:17 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Peekabush the Cornac Rogue level 23
7th Allure 123rd year of Ascendancy at 21:50 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Peekabush the Cornac Rogue level 16
54th Haze 122nd year of Ascendancy at 01:52 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Peekabush the Cornac Rogue level 21
1st Allure 123rd year of Ascendancy at 19:05 see stats
Log
Peekabush uses Infusion: Movement.
Peekabush is moving at extreme speed!
Rocky mountain turns into rocky ground.
Void horror casts Energy Absorption.
Peekabush's Throwing Knives is disrupted by the Energy Absorption!
Peekabush's Expose Weakness is disrupted by the Energy Absorption!
Peekabush's Dig is disrupted by the Energy Absorption!
Vulnerability Poison from Peekabush hits Belyrelle the xaren for 28 arcane damage.
Urkis, the High Tempest casts Shock.
Peekabush uses Throwing Knives.
Peekabush slows down.
Gwelgoroth casts Lightning.
Peekabush's Throwing Knife performs a melee critical strike against Gwelgoroth!
Gwelgoroth hits Peekabush for 120 lightning damage.
Melee retaliation hits Peekabush for 7 lightning damage.
Peekabush's Throwing Knife hits Gwelgoroth for 264 physical, 10 acid (274 total damage).
Peekabush uses Throwing Knives.
Peekabush reacts to damage from Urkis, the High Tempest's Shock, mitigating the blow!.
Peekabush resists!
Urkis, the High Tempest's Shock hits Peekabush for (58 reacted , -3 stam), 324 lightning (324 total damage).
Urkis, the High Tempest casts Freeze.
Urkis, the High Tempest's spell attains critical power!
Peekabush reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Urkis, the High Tempest hits Peekabush for (101 reacted , -3 stam), 565 cold (565 total damage).
Peekabush the level 31 cornac rogue was cooled to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.










































































































