










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Wanderer |
| Level / Exp | 21 / 44% |
| Size | big |
| Lifes / Deaths | Killed by Bethemina the minotaur at level 20 on the 73rd Dusk 122nd year of Ascendancy at 21:34 / 2Killed by corrupted minotaur at level 21 on the 75th Dusk 122nd year of Ascendancy at 22:05 |
Primary Stats
| Strength | 64 (base 46) |
| Dexterity | 57 (base 31) |
| Constitution | 17 (base 12) |
| Magic | 23 (base 19) |
| Willpower | 28 (base 12) |
| Cunning | 42 (base 12) |
Resources
| Mana | 310/310 |
| Life | -145/627 |
| Paradox | 333 |
| Stamina | 167/205 |
| Hate | 100/100 |
| Healing Factor | 1.2729415192739 |
| Regeneration | 21.958241207475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 55 |
| Crit Chance | 19% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 55 |
| Crit Chance | 25% |
| APR | 26 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 30 (55.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 35 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 20%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 23%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Bleed Resistance | 30% |
| Confusion Resistance | 42% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 4 turns. Its effects scale with your Willpower 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 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 213.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Elusiveness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Golemancy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 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 orc heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 118 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. |
| Light source | Glintstun the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +9% light Changes damage: +9% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Kindleripper (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Dex / +11 Wil / +4 Cun Changes resistances: +13% blight / +10% physical / +12% fire Changes resistances penetration: +15% fire Physical save: +12 (+4 eff.) Mental save: +10 (+4 eff.) Light radius: +3 A cap made of leather. |
| On hands | Treespawner (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +5 Str / +1 Dex / +2 Mag / +3 Cun Changes resistances: +6% light / +6% darkness Mental save: +7 (+3 eff.) Maximum life: +40.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Damage (radius 2) on crit: +15 light / +10 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 37.62 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. |
| Tool | Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 52 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +44.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | copper aquamarine ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 46% Changes resistances: +5% arcane / +12% mind / +2% all Mental save: +6 (+2 eff.) Confusion immunity: +21% Stun/Freeze immunity: +23% Life regen: +9.00 Maximum life: +49.00 Healing mod.: +10% Rings make your fingers look great! |
| Around neck | steel amulet 'Earysin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +3% physical Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Disease immunity: +20% Cut immunity: +20% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% 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! |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Around waist | SqualoroblivionInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +4 Str / +9 Dex / +2 Wil / +8 Cun Reduces incoming crit damage: 15.00% Physical save: +13 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+4 eff.) Light radius: +3 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Boyablek the Frostwill (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Damage when hit (Melee): 2 cold Changes resistances: +9% nature / +11% cold Mental save: +3 (+1 eff.) Cut immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion of the psychic (heal 117; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 6; phase 17; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
blink rune of the wizard (range 5; phase 16; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 175; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 175 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Gorugund the Voidjam =MAG=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 5% chance to blind Changes stats: +6 Mag Changes resistances: +9% darkness Changes damage: +6% light / +6% darkness 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." |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Mayowe the steel ring =STATS=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +3 Wil / +4 Cun Changes resistances penetration: +15% mind / +5% acid Changes damage: +6% mind Mental save: +6 (+2 eff.) Rings make your fingers look great! |
TundraboreInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +15% cold Critical mult.: +20.00% Stamina each turn: +1.00 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
copper ring of the mind (+10%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
psionicist's steel ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +8 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring =CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Rings make your fingers look great! |
Gyra (30-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage (Melee): +10 darkness / +13 cold Damage (radius 2) on crit: +4 mind Damage against: +10% Living When wielded/worn: Changes resistances penetration: +15% mind Disease immunity: +10% Life regen: +2.00 Massive two-handed mauls. |
Ulfuhell the vined mindstar (4-5 power, 18 apr, nature damage) =CON=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +6 Defense: +5 (+1 eff.) Damage (Melee): 3 lightning / 4 physical / 3 fire / 2 acid / 9 cold Changes stats: +3 Cun / +4 Con Changes resistances: +5% lightning / +3% physical / +10% cold / +4% fire / +4% acid Changes resistances penetration: +11% cold Changes damage: +6% cold Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (5-6 power, 18 apr, mind damage) =CUN=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hathadil the Treespitter =CUN DEX=Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Ammo reloads per turn: +1 Changes stats: +3 Cun / +4 Dex Changes resistances: +3% cold / +3% fire Changes resistances penetration: +6% physical Changes damage: +3% nature Poison immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cured leather sling of cunning (+2) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Bileterror' =MAG=Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +5 (+2 eff.) Effects on ranged hit: * 10% chance to slow global speed by 46% Changes stats: +2 Str / +5 Mag / +1 Cun Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of enduring =WIL CON=Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +5 Con / +6 Wil Maximum life: +18.00 Slings are used to hurl stones or metal shots at your foes. |
Porivea (10-12 power, 2 apr, darkness element) =CUN=Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +5% blight Changes damage: +10% darkness Talent granted: +1 Command Staff Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Hazequench' (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +15% cold Changes resistances penetration: +10% cold Changes damage: +12% cold / +12% light / +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Manokan the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str / +2 Dex Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +5% physical Changes damage: +6% mind Hate when firing a critical mind attack: +4.00 A belt that goes around your waist. |
Morbusgrit the rough leather belt =CON=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +3 Con Changes resistances: +5% arcane / +6% lightning Changes damage: +3% nature Critical mult.: +6.00% See invisible: +9 A belt that goes around your waist. |
ShockravagerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +3 Cun / +8 Dex Changes damage: +6% lightning Critical mult.: +15.00% Mental crit. chance: +8% A belt that goes around your waist. |
Skybright =MAG=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +5 Wil / +8 Mag Maximum life: +39.00 A belt that goes around your waist. |
blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Stealth bonus: +5 Physical save: +5 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arygorn (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 6 acid Changes stats: +2 Cun / +1 Dex Changes resistances: +3% fire Spell save: +3 (+1 eff.) Silence immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargepanic the linen cloak (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Cun / +1 Con Changes resistances: +3% lightning / +2% physical Mental save: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerim (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +12% acid Changes resistances penetration: +15% blight Maximum mana: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindrot (0 def, 1 armour) =CUN=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Cun / +1 Mag Changes resistances: +6% lightning / +6% temporal / +3% light Changes resistances penetration: +5% light Reduces incoming crit damage: 5.00% A pair of boots made of leather. |
Glintjustice the 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 Damage when hit (Melee): 2 darkness Changes stats: +6 Lck / +4 Dex Changes resistances: +12% light Changes resistances penetration: +5% darkness Changes damage: +9% light Stealth bonus: +6 A pair of boots made of leather. |
Hailterror the pair of rough leather boots (0 def, 1 armour) =CUN WIL=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Cun / +2 Wil Changes damage: +12% cold Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
Voidstalker the pair of hardened leather boots (0 def, 3 armour) =STATS=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 10 darkness Changes stats: +3 Str / +2 Dex / +4 Wil / +3 Con Changes resistances penetration: +6% physical Mindpower: +5 (+3 eff.) See invisible: +9 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Lightningspire' (0 def, 3 armour) =CUN=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +7 Cun Changes resistances: +9% lightning / +6% temporal Changes damage: +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Zihir' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Str Changes resistances: +6% blight / +3% fire / +3% light Changes damage: +6% physical Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of rushing (0 def, 1 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. |
Ce'Nerin the iron gauntlets (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 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% darkness / +6% temporal Physical save: +3 (+1 eff.) Disease immunity: +20% Life regen: +4.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Elygavea (0 def, 1 armour) =CUN=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Cun / +3 Dex Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Healing mod.: +5% When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 8.0 - 11.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Isynor' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Damage when hit (Melee): 8 blight Changes stats: +3 Str Changes resistances penetration: +5% arcane Changes damage: +9% arcane Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazeraptor the linen wizard hat (1 def, 0 armour) =CON=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Mag / +3 Con Changes damage: +3% blight / +3% light Spell save: +5 (+2 eff.) See invisible: +9 A pointy cloth hat, very wizardly... |
Ebonynigh the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +20 (+6 eff.) Defense: +2 (+0 eff.) Changes stats: +4 Wil Changes damage: +3% darkness / +6% physical Physical save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of the depths (0 def, 1 armour) =WATER=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Allows you to breathe in: water A cap made of leather. |
iron helm 'Betyrin' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +1% physical / +3% darkness / +12% mind Physical save: +10 (+4 eff.) Spell save: +3 (+1 eff.) Cut immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Bokizilachik' (0 def, 3 armour) =WATER=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +6% lightning / +7% cold Allows you to breathe in: water Critical mult.: +5.00% Spell save: +12 (+5 eff.) Mindpower: +20 (+10 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Driran' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +11% light / +12% darkness Changes damage: +6% physical Critical mult.: +10.00% Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ivoriath' (0 def, 3 armour) =WATER=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +3% blight / +7% cold / +3% darkness Allows you to breathe in: water Spell save: +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Ichorflash (22/22, 67-94 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 67.0 - 93.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +23 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 46% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal Damage (radius 1) on hit: +4 temporal / +15 fire Damage (radius 2) on crit: +16 temporal Arrows are used with bows to pierce your foes to death. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belossra the Splendourwolf (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 2 acid Changes stats: +2 Cun / +1 Str Changes resistances: +12% lightning Changes damage: +3% acid / +3% light Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Erelarand the Blastblow (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Str / +2 Dex Changes resistances: +9% mind / +5% physical Changes resistances penetration: +5% lightning Changes damage: +12% mind 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. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Bethirin the QuenchsmasherInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning / 10 cold Changes stats: +4 Wil Changes resistances penetration: +10% lightning / +5% cold Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tuluzilakath the brass lantern =CON=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +1 Str / +1 Wil / +4 Con Critical mult.: +5.00% Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One =WIL=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
8 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. |
4 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. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By [42] Inssix the Ogre Wanderer level 17
35th Dusk 122nd year of Ascendancy at 17:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By [42] Inssix the Ogre Wanderer level 10
2nd Flare 122nd year of Ascendancy at 03:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By [42] Inssix the Ogre Wanderer level 20
62nd Dusk 122nd year of Ascendancy at 06:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By [42] Inssix the Ogre Wanderer level 17
58th Dusk 122nd year of Ascendancy at 16:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By [42] Inssix the Ogre Wanderer level 8
10th Mirth 122nd year of Ascendancy at 17:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By [42] Inssix the Ogre Wanderer level 11
6th Flare 122nd year of Ascendancy at 04:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By [42] Inssix the Ogre Wanderer level 17
28th Dusk 122nd year of Ascendancy at 07:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By [42] Inssix the Ogre Wanderer level 20
73rd Dusk 122nd year of Ascendancy at 21:34 see stats
Log
Corrupted minotaur casts Dimensional Step.
[42] Inssix resists corrupted minotaur's space-time folding!
Bleeding from [42] Inssix hits Corrupted minotaur for 33 physical damage.
Corrupted minotaur casts Banish.
[42] Inssix resists the banishment!
[42] Inssix resists the pin!
Corrupted minotaur Triggers an Anomaly! (Anomaly Blink).
Corrupted minotaur makes several targets blink uncontrollably.
[42] Inssix rearms.
[42] Inssix is less afraid.
[42] Inssix slows down.
Talent Disarm is ready to use.
Talent Warp Blade is ready to use.
Talent Blink Blade is ready to use.
Talent Reckless Charge is ready to use.
Dissolved Face from Corrupted minotaur hits [42] Inssix for 63 darkness, 40 blight (103 total damage).
Decrepitude Disease from Corrupted minotaur hits [42] Inssix for 15 blight damage.
There is a previous level here (press '' or right click to use).
Corrupted minotaur is no longer overwhelmed.
Corrupted minotaur is less powerfull.
Corrupted minotaur retunes the fabric of spacetime.
Bleeding from [42] Inssix hits Corrupted minotaur for 33 physical damage.
Talent Rune: Shielding is ready to use.
Talent Stunning Blow is ready to use.
Decrepitude Disease from Corrupted minotaur hits [42] Inssix for 14 blight damage.
Dissolved Face from Corrupted minotaur hits [42] Inssix for 53 darkness damage.
[42] Inssix the level 21 ogre wanderer was swallowed by the void to death by corrupted minotaur on level 2 of The Maze.






















































































































