











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 43 / 81% |
| Size | big |
| Lifes / Deaths | Killed by Vorera the stone troll at level 7 on the 22nd Voratun 122nd year of Ascendancy at 07:39 0 / 8Killed by worm that walks (servant of YeahYeahYeah) at level 16 on the 3rd Profit 122nd year of Ascendancy at 05:15 Killed by Cailran the krog at level 20 on the 1st Shortage 122nd year of Ascendancy at 08:39 Killed by worm that walks (servant of YeahYeahYeah) at level 23 on the 18th Shortage 122nd year of Ascendancy at 20:11 Killed by Emeriata the cold drake at level 27 on the 5th Iron 123rd year of Ascendancy at 03:28 Killed by Xanetta the corrupted mastocytic feeder at level 30 on the 9th Iron 123rd year of Ascendancy at 02:48 Killed by Xitta the skeleton magus at level 38 on the 11st Stralite 123rd year of Ascendancy at 13:56 Killed by worm that walks (servant of YeahYeahYeah) at level 41 on the 35th Stralite 123rd year of Ascendancy at 05:03 |
Primary Stats
| Strength | 39 (base 16) |
| Dexterity | 68 (base 39) |
| Constitution | 42 (base 19) |
| Magic | 88 (base 60) |
| Willpower | 51 (base 11) |
| Cunning | 93 (base 60) |
Resources
| Life | 1468/1468 |
| Mana | 537/537 |
| Equilibrium | 20 |
| Insanity | 0/100 |
| Healing Factor | 1.583988003127 |
| Regeneration | 54.409987907412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45.500210585528% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 74.462741333324 |
| See Invisible | 88.462741333324 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 83 |
| Crit Chance | 61% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Darkness | +75% |
| Nature | +30% |
| Fire | +18% |
| Blight | +38% |
| Arcane | +9% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +15% |
| Darkness | +24% |
| Temporal | +24% |
Defense: Base
| Armour (hardiness) | 42.779666439958 (48.304188961773%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 44 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 25%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 44%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 50%( 70%) |
| Darkness | + 49%( 70%) |
Defense: Immunities
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 72% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 7 times. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 -653 life. The duration and life will increase by 1% for every 1% life you have lost (currently 653 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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
| Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Chaos Orbs |
| talent | Defensive Posture |
| beneficial effect | Increases defense by 17. Mobile Defense |
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 |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Poliwen the orc assassin. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 942. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. * You've found the needed pouch of bone giant dust. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed wretchling eyeball. * You've found the needed pouch of faeros ash. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Obsidiansun of the Blightspawn (0 def, 8 armour)Requires: - 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: +8 Fatigue: +3% Effects when hit in melee: * 25% chance to reduce strength, dexterity, and constitution by 30 * 26% chance to reduce damage dealt by 25% Changes stats: +7 Str / +8 Con Changes resistances: +19% temporal / +15% darkness / +5% arcane Changes resistances penetration: +14% darkness / +14% temporal Changes damage: +7% physical / +21% nature / +9% arcane Infravision radius: +2 Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +15% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | MuckkinInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Dex / +5 Wil Critical mult.: +10.00% Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +21 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Urthuthel' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +4 Defense: +2 (+0 eff.) Changes resistances: +16% blight / +3% physical Changes damage: +16% blight / +9% physical Critical mult.: +20.00% Physical save: +6 (+3 eff.) Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
| Tool | Lustrestoker [power 398] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +3 Wil Changes damage: +6% mind Critical mult.: +10.00% Spell crit. chance: +8% Light radius: +3 Damage Shield penetration: +30% It can be used to heal yourself and all friendly characters within 10 spaces for 398 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Obsidianthorn of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +14 Effects when hit in melee: * 23% chance to reduce strength, dexterity, and constitution by 30 * 26% chance to reduce damage dealt by 25% Changes stats: +7 Str / +8 Dex / +10 Cun Changes resistances: +28% darkness / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +14% darkness / +18% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | stralite bloodstone ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind / 4 lightning Changes stats: +8 Wil / +5 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +3% mind Critical mult.: +10.00% Spell save: +12 (+4 eff.) Mental save: +16 (+5 eff.) Stun/Freeze immunity: +60% Life regen: +17.00 Maximum life: +80.00 Maximum stamina: +34.00 Mental crit. chance: +2% Healing mod.: +18% Rings make your fingers look great! |
| Around waist | Coalsear of the BlightspawnCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Effects when hit in melee: * 36% chance to reduce strength, dexterity, and constitution by 30 * 29% chance to reduce damage dealt by 25% Changes stats: +5 Dex / +5 Wil / +10 Cun / +7 Lck Damage against: +28% Summoned Reduced damage from: +21% Summoned Critical mult.: +15.00% Trap disarming bonus: +12 Stealth bonus: +9 Physical save: +11 (+6 eff.) Psi when hit: +0.12 Maximum psi: +20.00 Mindpower: +6 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In main hand | magewarrior's short dragonbone vilestaff of the prodigy (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes stats: +13 Mag / +15 Wil / +13 Cun Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +22 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cloudquench (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Damage when hit (Melee): 6 lightning Changes stats: +6 Dex / +2 Wil / +2 Con Critical mult.: +7.00% Spell crit. chance: +6% Mental crit. chance: +6% Light radius: +3 Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Jettaint of the Blightspawn (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects when hit in melee: * 43% chance to reduce strength, dexterity, and constitution by 30 * 37% chance to reduce damage dealt by 25% Changes resistances: +6% acid / +15% physical / +15% cold / +15% lightning / +35% fire Changes resistances penetration: +10% blight / +10% darkness Changes damage: +9% darkness Life regen: +17.10 Stamina each turn: +1.70 Maximum life: +55.00 Mindpower: +11 (+4 eff.) Healing mod.: +17% A suit of armour made of leather. |
| Cloak | Morbusquick the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +6 Str Changes damage: +9% nature Critical mult.: +15.00% Maximum life: +48.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Khelukalthorofang'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +16 (+3 eff.) Changes stats: +16 Lck / +7 Con Changes resistances: +9% acid / +9% fire / +15% temporal Spell save: +9 (+3 eff.) Only die when reaching: -80.00 life Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
Inventory
heroism infusion of the wizard (die at -479; dur 7; 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 7 turns. While Heroism is active, you will only die when reaching -479 life. The duration and life will increase by 1% for every 1% life you have lost (currently 479 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 540; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 41 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shadowbiter the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +6 Cun Changes resistances: +15% darkness Changes damage: +6% darkness Critical mult.: +15.00% Hate when firing a critical mind attack: +4.00 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ulerain the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +28 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances penetration: +20% blight Changes damage: +3% blight Critical mult.: +26.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
voratun amulet 'Lorestir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +16 (+3 eff.) Changes stats: +10 Dex / +16 Lck / +5 Wil Changes resistances penetration: +5% blight Changes damage: +6% blight Physical save: +21 (+9 eff.) Spell save: +18 (+6 eff.) Mental save: +20 (+6 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +20 (+7 eff.) Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
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 (+3 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. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
copper ring 'Borodin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +15% darkness Silence immunity: +20% Life regen: +8.00 Maximum life: +47.00 Healing mod.: +12% Rings make your fingers look great! |
marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
Mercy (35-46 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spiderorder the dwarven-steel dagger (20-27 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Str, 50% Mag, 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: * 20% chance to slow global speed by 58% * 27% chance to reduce all saves and defense by 30 Damage (Melee): +8 mind When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% nature / +7% physical Disarm immunity: +22% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 65% Mag, 50% Str 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 14 power out of 20/20) : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 283.44 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. |
Mayethra (17-26 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 58% Damage against: +12% Unnatural When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% darkness Massive two-handed mauls. |
magewarrior's short elven-wood bonestaff of channeling (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.50 Spellpower: +31 (+8 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 21 turns. Staves designed for wielders of magic, by the greats of the art. |
Aerida the stralite waraxe (34-47 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Defense: +30 (+6 eff.) Changes stats: +5 Dex / +7 Con Changes resistances: +6% light Changes resistances penetration: +8% physical Reduces incoming crit damage: 15.00% Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Murkedge the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +41 fire When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +5 Dex Changes resistances: +6% acid / +6% fire / +6% lightning / +9% blight Changes resistances penetration: +25% fire Changes damage: +3% nature Global speed: +3% Combat speed: +10% One-handed war axes. |
CystveinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +1 Dex / +7 Wil / +7 Cun / +12 Con Changes resistances: +15% lightning / +10% temporal Changes resistances penetration: +15% nature Changes damage: +9% nature Damage against: +26% Summoned Reduced damage from: +35% Summoned Physical save: +11 (+6 eff.) Size category: +1 A belt that goes around your waist. |
Isodawen the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Changes resistances: +6% fire / +7% cold Changes resistances penetration: +20% acid Stamina each turn: +1.00 A belt that goes around your waist. |
Borogontir the linen cloak (6 def, 12 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Changes stats: +1 Mag Changes resistances: +3% temporal Critical mult.: +5.00% Knockback immunity: +20% Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorokira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +3% lightning Mental save: +9 (+3 eff.) Only die when reaching: -60.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bantir' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +5 Defense: +12 (+2 eff.) Changes stats: +4 Str / +3 Dex / +3 Cun Changes resistances penetration: +15% physical Critical mult.: +10.00% Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eilinobreth' (2 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +2 Dex / +3 Mag / +8 Wil / +6 Cun Only die when reaching: -80.00 life Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Karin the linen robe (17 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +17 (+3 eff.) Changes resistances: +3% acid / +1% physical / +7% all Physical save: +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glanne the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +15% acid / +21% fire Blindness immunity: +20% Pinning immunity: +20% Life regen: +4.00 Spellpower: +9 (+2 eff.) Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Dourthorn' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Changes resistances penetration: +10% darkness Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Stealth bonus: +8 Spell save: +18 (+6 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +20% A pair of boots made of leather. |
pair of rough leather boots 'Elumiwe' (15 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+3 eff.) Changes resistances: +6% light / +6% lightning Confusion immunity: +10% Pinning immunity: +10% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of butchering (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +9 Fatigue: +3% Damage (Melee): 6 physical Changes resistances: +7% blight Changes damage: +4% physical Spell save: +13 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeblack the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +1 Str / +2 Cun / +1 Con Physical save: +3 (+2 eff.) Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Brodufang the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +11 Str / +11 Dex / +3 Con Changes resistances: +15% darkness / +9% cold Changes resistances penetration: +10% physical Infravision radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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 195.2 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shimmerhunter (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 lightning Changes resistances: +6% fire / +5% cold Critical mult.: +5.00% A cap made of leather. |
Xudhemira the Sewertrial (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 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +5 Str / +1 Dex / +5 Mag / +4 Con Changes resistances: +20% mind / +10% cold Allows you to breathe in: water Mental save: +16 (+5 eff.) Confusion immunity: +48% Light radius: +3 Infravision radius: +1 A cap made of leather. |
11 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. |
634 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. |
7 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 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. |
11 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 138% of the healing done. This effect scales with your Magic stat. Activation costs 51 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 137 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. |
steel torque of psionic shield 'Xanessra' [power 53] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +20 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +3 Con Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
4 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
12 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By YeahYeahYeah the Drem Writhing One level 40
16th Stralite 123rd year of Ascendancy at 01:38 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By YeahYeahYeah the Drem Writhing One level 40
14th Stralite 123rd year of Ascendancy at 06:27 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By YeahYeahYeah the Drem Writhing One level 35
26th Gold 123rd year of Ascendancy at 01:49 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By YeahYeahYeah the Drem Writhing One level 42
39th Stralite 123rd year of Ascendancy at 03:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By YeahYeahYeah the Drem Writhing One level 17
26th Profit 122nd year of Ascendancy at 15:35 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By YeahYeahYeah the Drem Writhing One level 41
35th Stralite 123rd year of Ascendancy at 13:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By YeahYeahYeah the Drem Writhing One level 32
15th Iron 123rd year of Ascendancy at 18:10 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By YeahYeahYeah the Drem Writhing One level 33
10th Steel 123rd year of Ascendancy at 00:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By YeahYeahYeah the Drem Writhing One level 23
19th Shortage 122nd year of Ascendancy at 06:29 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By YeahYeahYeah the Drem Writhing One level 34
2nd Gold 123rd year of Ascendancy at 13:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By YeahYeahYeah the Drem Writhing One level 31
10th Iron 123rd year of Ascendancy at 22:56 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By YeahYeahYeah the Drem Writhing One level 33
30th Iron 123rd year of Ascendancy at 14:59 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By YeahYeahYeah the Drem Writhing One level 32
15th Iron 123rd year of Ascendancy at 18:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By YeahYeahYeah the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 08:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By YeahYeahYeah the Drem Writhing One level 20
27th Loss 122nd year of Ascendancy at 14:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By YeahYeahYeah the Drem Writhing One level 30
8th Iron 123rd year of Ascendancy at 01:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By YeahYeahYeah the Drem Writhing One level 40
14th Stralite 123rd year of Ascendancy at 02:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By YeahYeahYeah the Drem Writhing One level 34
15th Gold 123rd year of Ascendancy at 01:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By YeahYeahYeah the Drem Writhing One level 26
4th Iron 123rd year of Ascendancy at 13:30 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By YeahYeahYeah the Drem Writhing One level 25
24th Shortage 122nd year of Ascendancy at 12:13 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By YeahYeahYeah the Drem Writhing One level 42
35th Stralite 123rd year of Ascendancy at 19:41 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By YeahYeahYeah the Drem Writhing One level 27
5th Iron 123rd year of Ascendancy at 03:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By YeahYeahYeah the Drem Writhing One level 11
27th Voratun 122nd year of Ascendancy at 17:15 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By YeahYeahYeah the Drem Writhing One level 34
15th Steel 123rd year of Ascendancy at 03:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By YeahYeahYeah the Drem Writhing One level 17
7th Profit 122nd year of Ascendancy at 12:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By YeahYeahYeah the Drem Writhing One level 24
20th Shortage 122nd year of Ascendancy at 15:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By YeahYeahYeah the Drem Writhing One level 16
3rd Profit 122nd year of Ascendancy at 01:34 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By YeahYeahYeah the Drem Writhing One level 41
35th Stralite 123rd year of Ascendancy at 05:03 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By YeahYeahYeah the Drem Writhing One level 39
13rd Stralite 123rd year of Ascendancy at 18:30 see stats
Log
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Today is the 4th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 5th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 6th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Ran for 21 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
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Today is the 7th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
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Today is the 8th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
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Today is the 9th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
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Today is the 10th Wealth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
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There is a Entrance into the sandpit of Briagh here (press '' or right click to use).
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There is a ladder to worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.




































































































































