









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 | Yeek |
| Class | Cursed |
| Level / Exp | 23 / 45% |
| Size | small |
| Lifes / Deaths | Killed by Voroleda the giant army ant at level 23 on the 23rd Haze 122nd year of Ascendancy at 04:50 / 1 |
Primary Stats
| Strength | 53 (base 53) |
| Dexterity | 14 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 50 (base 42) |
| Cunning | 33 (base 16) |
Resources
| Life | -156/475 |
| Mana | 152/432 |
| Hate | 94/106 |
| Healing Factor | 0.82687404755993 |
| Regeneration | 1.8604666070098 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +9% |
| Physical | +14% |
| Cold | +5% |
| All | 0% |
| Darkness | +13% |
| Light | +22% |
| Temporal | +20% |
| Fire | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +40% |
| Cold | +15% |
| Blight | +5% |
| Arcane | +20% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 26 (38.594633868923%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 22 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 47%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 24%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Silence Resistance | 20% |
| Confusion Resistance | 73% |
| Fear Resistance | 18% |
| Knockback Resistance | 18% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 53 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 596% 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. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Bokegund the Growthfury (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 2 fire Changes stats: +5 Lck / +5 Dex Changes resistances: +13% fire / +7% cold Changes resistances penetration: +5% nature Stealth bonus: +6 Spellpower: +4 (+2 eff.) Curse of Corpses A pair of boots made of leather. |
| Light source | FlashpallInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag / +1 Cun / +2 Con Changes resistances: +3% fire Maximum life: +45.00 Light radius: +3 Infravision 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. |
| On head | Yarogahek (Misfortune) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +6% blight / +1% physical Changes damage: +3% acid Reduces incoming crit damage: 15.00% Stamina when hit: +0.80 Equilibrium when hit: +0.70 Only die when reaching: -60.00 life Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand iron gauntlets of strength (+2) (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Fatigue: +1% Damage (Melee): 5 physical Changes stats: +2 Str Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cyrybeth (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str Changes resistances: +6% fire / +6% darkness / +1% physical Changes resistances penetration: +10% acid / +25% physical Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glacierwend the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +20 (+5 eff.) Defense: +15 (+5 eff.) Changes resistances: +3% cold Critical mult.: +5.00% Physical save: +3 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | Tidebane the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +9% cold Changes resistances penetration: +10% mind / +15% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Rings make your fingers look great! |
| Around neck | AdyrathraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+5 eff.) Changes resistances: +11% cold / +12% fire / +1% physical Changes damage: +3% physical Stamina each turn: +3.00 Amulets make your neck look great! |
| In main hand | steel waraxe 'Glitterreign' (Madness) (12-17 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 13 * 24% chance to reduce all saves and defense by 27 Damage (Melee): +7 blight / +14 mind Damage (radius 2) on crit: +4 light When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +9% light / +9% temporal Disease immunity: +15% Curse of Madness One-handed war axes. |
| Around waist | hardened leather belt 'Sunscar' (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +3% physical Mental save: +8 (+4 eff.) Blindness immunity: +20% Disease immunity: +20% Maximum life: +40.00 Mindpower: +6 (+2 eff.) Light radius: +3 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Toxinvault the dwarven-steel shield (Shrouds) (0 def, 6 armour, 30-36 power, 89.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +90 Damage (Melee): +11 light / +11 darkness / +4 nature When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 27 Effects when hit in melee: * 20% chance to reduce all saves and defense by 27 Changes stats: +5 Cun / +6 Mag Changes resistances: +13% light / +18% fire / +16% darkness / +5% arcane Changes resistances penetration: +20% arcane / +10% nature Changes damage: +13% light / +13% darkness Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | cashmere cloak 'Wretchfist' (Madness) (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+6 eff.) Physical crit. chance: +2.0% Physical power: +13 (+3 eff.) Defense: +22 (+7 eff.) Fatigue: -4% Changes resistances penetration: +15% physical Changes damage: +12% nature Critical mult.: +10.00% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubona the woollen robe (Misfortune) (2 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Changes resistances: +11% acid / +11% temporal / +10% fire / +12% cold / +11% physical / +9% all Changes resistances penetration: +5% blight Changes damage: +7% acid / +11% temporal / +9% blight / +5% cold / +10% fire / +8% physical Talent cooldown: Refit Golem (-3 turns) Physical save: +16 (+8 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 152; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet 'Goridunarath' =nat res=Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +1 Str / +2 Wil Changes resistances: +22% nature / +29% blight Mental save: +6 (+3 eff.) Poison immunity: +51% Disease immunity: +45% Confusion immunity: +15% Mindpower: +7 (+2 eff.) Infravision radius: +3 Amulets make your neck look great! |
Tarreganeg the VoidkillerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 arcane Changes resistances: +6% darkness / +44% fire Changes damage: +3% arcane / +22% fire It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +12% temporal Changes damage: +12% temporal Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
iron battleaxe (Shrouds) (16-23 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
Shantiz the Stormblade (Nightmares) (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 stat: 100% Dex Damage type: Physical 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. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
Stormspiker (Misfortune) (16-21 power, 7 apr) =7 con=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +15 lightning / +21 cold When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +7 Con Changes resistances: +12% darkness Changes resistances penetration: +36% lightning / +8% cold Movement speed: +36% Curse of Misfortune Sharp, short and deadly. |
flaming iron greatmaul of daylight (Shrouds) (20-31 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 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% Damage (Melee): +9 light Damage (radius 1) on hit: +7 fire Damage against: +7% Undead Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Blazeidol the steel greatsword (Misfortune) (22-34 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 darkness / +20 mind Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +9 Cun / +3 Wil Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword 'Uluromivon' (Shrouds) (35-56 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 arcane Damage (radius 2) on crit: +16 arcane When wielded/worn: Changes stats: +14 Con / +10 Wil Changes resistances: +9% mind Changes resistances penetration: +20% arcane / +10% mind Changes damage: +3% mind Maximum life: +27.00 Curse of Shrouds Massive two-handed swords. |
hateful iron mace of erosion (Shrouds) (12-18 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature / +6 darkness Damage against: +5% Living Curse of Shrouds Blunt and deadly. |
enhanced hardened leather sling of piercing (Misfortune)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Changes stats: +6 Str / +3 Dex / +5 Mag / +3 Wil / +6 Cun / +5 Con Changes resistances penetration: +8% all Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
arcing iron waraxe (Misfortune) (12-18 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Curse of Misfortune One-handed war axes. |
arcing iron waraxe of massacre (Shrouds) (18-24 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Curse of Shrouds One-handed war axes. |
flaming steel waraxe of massacre (Corpses) (22-31 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire Curse of Corpses One-handed war axes. |
Velolaith (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane / +6% mind Changes damage: +3% arcane Physical save: +6 (+3 eff.) Life regen: +2.00 Mindpower: +2 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
Voryrekira the Satyrwrither (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 8 mind Changes damage: +9% nature Critical mult.: +6.00% Mental save: +3 (+1 eff.) Pinning immunity: +10% Curse of Nightmares A belt that goes around your waist. |
hardened leather belt of unlife (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Unryrach' (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +3% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) See invisible: +6 Curse of Madness A belt that goes around your waist. |
Obsidianreaper (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +1 Con Changes resistances penetration: +10% darkness Changes damage: +3% lightning Curse of Madness 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 (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +32.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's linen robe of alchemy (Madness) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +11% darkness / +11% cold / +11% fire / +11% mind / +7% all Changes damage: +7% acid / +6% physical / +7% fire / +5% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +10 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Thunderglean (Madness) (0 def, 3 armour) =5 con=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Con Changes resistances: +5% lightning / +6% temporal Changes damage: +9% lightning Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+5 eff.) Curse of Madness 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 'Voryth' (Nightmares) (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +20 (+6 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +2 Con Critical mult.: +15.00% Physical save: +12 (+6 eff.) Mental save: +10 (+5 eff.) Curse of Nightmares A pair of boots made of leather. |
Gilahad (Corpses) (15 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +25 (+9 eff.) Physical crit. chance: +1.0% Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Damage (Melee): 6 cold Changes stats: +2 Cun / +1 Wil Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Nightmares) (0 def, 0 armour) =4 cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
rough leather gloves of strength (+3) (Shrouds) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves of magic (+6) (Madness) (0 def, 6 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes stats: +2 Mag / +6 Con Changes resistances: +5% physical Changes damage: +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arerina the Pureobsidian (Shrouds) (2 def, 0 armour) =10 cun=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +10 Cun / +3 Wil Changes resistances: +19% lightning Changes resistances penetration: +5% lightning Changes damage: +13% lightning Curse of Shrouds A pointy cloth hat, very wizardly... |
Shockspiker the rough leather cap (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +7% cold / +6% acid Changes damage: +3% acid / +12% arcane Allows you to breathe in: water Curse of Misfortune A cap made of leather. |
Ulfirach (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +5 Con Changes resistances: +6% lightning / +5% temporal Critical mult.: +10.00% Light radius: +1 Curse of Madness A cap made of leather. |
iron helm 'Eremyrig' (Shrouds) (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% Damage when hit (Melee): 4 arcane Changes stats: +1 Mag Changes resistances: +7% cold Changes damage: +6% mind Allows you to breathe in: water Critical mult.: +5.00% Mental save: +6 (+3 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mountain (+11%) (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% physical Changes damage: +11% physical Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.volcanic hardened leather armour of the deep (Shrouds) (9 def, 18 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +18 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +7% acid / +11% fire / +10% cold / +10% physical Allows you to breathe in: water Curse of Shrouds A suit of armour made of leather. |
Adussra (Misfortune) (0 def, 6 armour, 28-34 power, 117.5 block)Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +118 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 7% chance to reduce all saves and defense by 27 Effects when hit in melee: * 21% chance to reduce all saves and defense by 27 Changes resistances: +6% lightning Talent granted: +1 Block Mental save: +18 (+9 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Curse of Misfortune Handheld deflection devices. |
Coral Spray (Shrouds) (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. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
crackling dwarven-steel shield of cold resistance (+10%) (Madness) (0 def, 6 armour, 32-38 power, 83.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (Melee): +12 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 2 lightning Changes stats: +2 Dex Changes resistances: +10% lightning / +23% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
3 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. |
180 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Cracklequill (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances: +3% mind Changes resistances penetration: +10% mind / +5% lightning 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 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
Bethumira =oop=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid / +6% light / +3% blight Changes damage: +6% mind Mental save: +3 (+1 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
SaleralleCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun Psi when hit: +0.04 Mindpower: +30 (+10 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Gassra'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Wil Changes resistances: +12% lightning / +18% fire / +9% nature / +5% arcane Maximum hate: +4.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
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. |
evasive elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm wand of clairvoyance [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By MiGwaanTekMiOwnLife the Yeek Cursed level 22
19th Haze 122nd year of Ascendancy at 08:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MiGwaanTekMiOwnLife the Yeek Cursed level 17
57th Dusk 122nd year of Ascendancy at 03:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MiGwaanTekMiOwnLife the Yeek Cursed level 10
1st Dusk 122nd year of Ascendancy at 19:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MiGwaanTekMiOwnLife the Yeek Cursed level 20
74th Dusk 122nd year of Ascendancy at 07:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MiGwaanTekMiOwnLife the Yeek Cursed level 12
3rd Dusk 122nd year of Ascendancy at 16:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By MiGwaanTekMiOwnLife the Yeek Cursed level 8
8th Mirth 122nd year of Ascendancy at 11:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MiGwaanTekMiOwnLife the Yeek Cursed level 20
75th Dusk 122nd year of Ascendancy at 15:00 see stats
Log
The protective shield of MiGwaanTekMiOwnLife disappears.
Voroleda the giant army ant converts some damage to Psi!
Ravage from Voroleda the giant army ant hits MiGwaanTekMiOwnLife for 19 physical damage.
Mindrot hits Thought-forged warrior for 0 mind, 1 darkness (2 total damage).
Mindrot hits Aerinne the rogue for 1 mind, 1 darkness (1 total damage).
Mindrot hits Voroleda the giant army ant for 0 to psi, 0 mind, 0 to psi, 0 darkness (1 total damage).
MiGwaanTekMiOwnLife performs a melee critical strike against Aerinne the rogue!
Aerinne the rogue is no longer being stalked by MiGwaanTekMiOwnLife.
Your rampage is invigorated by your fierce attack! (+1 duration)
MiGwaanTekMiOwnLife harrows Voroleda the giant army ant!
Terror has been weakened.
Voroleda the giant army ant converts some damage to Psi!
Curse of Nightmares hits Voroleda the giant army ant for 1 to psi, 1 mind, 3 to psi, 4 darkness (10 total damage).
MiGwaanTekMiOwnLife's nightmare area effect hits Voroleda the giant army ant for 6 to psi, 8 darkness (13 total damage).
MiGwaanTekMiOwnLife hits Thought-forged warrior for 1 light damage.
MiGwaanTekMiOwnLife hits Aerinne the rogue for 55 physical damage.
MiGwaanTekMiOwnLife hits Voroleda the giant army ant for 0 to psi, 1 light (1 total damage).
MiGwaanTekMiOwnLife killed Aerinne the rogue!
MiGwaanTekMiOwnLife is not dazed anymore.
MiGwaanTekMiOwnLife casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Thought-forged warrior shrugs off the effect 'Exposed'!
Thought-forged warrior hits MiGwaanTekMiOwnLife for (25 rampage shugs off), 11 physical, 7 arcane (17 total damage).
Melee retaliation hits Thought-forged warrior for 1 fire damage.
Voroleda the giant army ant uses Mind Sear.
Voroleda the giant army ant's mind surges with critical power!
Voroleda the giant army ant hits MiGwaanTekMiOwnLife for 247 mind damage.
MiGwaanTekMiOwnLife the level 23 yeek cursed was psyched to death by Voroleda the giant army ant on level 1 of The Maze.
The air around MiGwaanTekMiOwnLife grows cold and terrifying shapes begin to coalesce. A nightmare has begun.








































































































