













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 30 / 75% |
| Size | small |
| Lifes / Deaths | Killed by Silann the large white snake at level 17 on the 78th Dusk 122nd year of Ascendancy at 02:40 / 2Killed by Yvidatha the corrupted plasmic disruptor at level 30 on the 1st Pyre 123rd year of Ascendancy at 13:26 |
Primary Stats
| Strength | 38 (base 27) |
| Dexterity | 81 (base 40) |
| Constitution | 42 (base 27) |
| Magic | 60 (base 12) |
| Willpower | 49 (base 16) |
| Cunning | 66 (base 40) |
Resources
| Life | -301/700 |
| Stamina | 203/284 |
| Healing Factor | 1.2339880031269 |
| Regeneration | 56.12622446407 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -995 |
| Infravision | 10 |
| See Stealth | 42.213032150508 |
| See Invisible | 42.213032150508 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 57 |
| Crit Chance | 54% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 57 |
| Crit Chance | 52% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +15% |
| Mind | +12% |
| All | 0% |
| Lightning | +24% |
| Light | +21% |
| Physical | +15% |
| Darkness | +8% |
| Cold | +9% |
| Fire | +6% |
| Nature | +21% |
Offense: Damage Penetration
| Darkness | +28% |
| Light | +15% |
| Nature | +15% |
| Arcane | +10% |
| Lightning | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (38.594633868923%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 33 |
| Mental Save | 38 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| Light | + 38%( 80%) |
| Physical | + 7%( 70%) |
| Nature | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Lightning | + 28%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 32% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 381 life over 5 turns. Its effects scale with your Cunning 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 86 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% 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 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 84 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 Strength stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 40.2 and stamina regeneration by 11.8. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 32%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 148. | 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 chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Sparkwoe (7 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +4 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +5 Dex Changes resistances: +3% light Changes resistances penetration: +20% lightning Changes damage: +9% light / +9% lightning Silence immunity: +28% Confusion immunity: +32% Stun/Freeze immunity: +23% Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | DĂșathedlen Heart =stealth=Requires: - Level 25 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. This item has been sent to the Item's Vault. |
| On head | Forestward the cashmere wizard hat (2 def, 0 armour) =natpen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 10 darkness Changes resistances: +22% lightning / +5% arcane / +9% nature Changes resistances penetration: +20% darkness / +15% nature Changes damage: +15% lightning / +15% arcane / +21% nature A pointy cloth hat, very wizardly... |
| On hands | Lustrelore the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +14 (+5 eff.) Armour: +3 Damage (Melee): 6 acid / 5 fire / 10 cold / 8 lightning Changes stats: +5 Str / +7 Mag / +4 Wil / +4 Con Changes resistances penetration: +15% light Changes damage: +12% light Physical save: +16 (+7 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +50% Light radius: +2 When used to modify unarmed attacks: Base power: 37.5 - 41.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 ice / +29 physical / +6 fire / +25 lightning / +11 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eremerath (dig speed 21 turns) =shieldpen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str / +3 Dex / +2 Mag Changes resistances penetration: +10% arcane Changes damage: +12% mind Maximum mana: +40.00 Spell crit. chance: +4% Movement speed: +10% Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite quartz ring =stunres=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 27 Damage (Melee): 12 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 27 Damage (Ranged): 23 physical Changes stats: +6 Mag / +6 Wil / +5 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | stralite ring 'Frigidenvy' =stunres=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Mag / +6 Wil Changes damage: +9% cold Silence immunity: +32% Stun/Freeze immunity: +44% Life regen: +5.00 Mana each turn: +0.34 Spellpower: +11 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
| Around neck | voratun amulet 'Kindlespitter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +25 (+6 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Con / +10 Wil Changes damage: +15% physical / +6% fire Critical mult.: +10.00% Only die when reaching: -80.00 life Amulets make your neck look great! |
| In main hand | Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Around waist | spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +3 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Mana each turn: +0.29 Maximum mana: +22.00 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | enhanced stralite dagger of evisceration (27-35 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes stats: +7 Str / +7 Dex / +7 Mag / +7 Wil / +7 Cun / +5 Con Sharp, short and deadly. |
| Cloak | shadow cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +16% darkness Changes resistances penetration: +8% darkness Changes damage: +8% darkness Stealth bonus: +13 Physical save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the sneak (speed 713%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 189; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 32%; mental; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; mental; dur 3; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (res 24%; mental; dur 3; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
wild infusion of the wizard (res 29%; physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 7; phase 20; cd 20)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: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 21; cd 18)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: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 488; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 488 damage for 5 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. |
stormshield rune of the wizard (threshold 46; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 6 times. 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. |
teleportation rune of the titan (range 79; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Constitution 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. |
Blindrend the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 6 fire Changes stats: +8 Dex / +9 Con Changes damage: +9% darkness Talent mastery: +0.28 Wild-gift / Harmony Amulets make your neck look great! |
Duvyroddastir the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +4 Con Changes resistances: +15% acid / +21% light / +15% fire / +9% mind / +22% darkness Changes damage: +6% physical Blindness immunity: +37% Cut immunity: +20% Stamina each turn: +3.00 Amulets make your neck look great! |
Polyba the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag Changes resistances: +3% mind Changes damage: +6% acid Critical mult.: +5.00% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Maximum stamina: +30.00 Amulets make your neck look great! |
XanuthCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +6 Str / +5 Dex / +9 Wil Changes damage: +15% mind Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+5 eff.) Amulets make your neck look great! |
clarifying steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% mind Confusion immunity: +20% Amulets make your neck look great! |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
gold amulet 'Grinogund'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Cun Changes resistances: +16% lightning / +5% arcane / +9% nature Mental save: +12 (+5 eff.) Stun/Freeze immunity: +34% Mindpower: +15 (+5 eff.) Amulets make your neck look great! |
grounding gold amulet of willpower (+3) =stunres=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +15% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
starlit steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +13% light / +12% darkness Blindness immunity: +23% Amulets make your neck look great! |
steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 22% * 7% chance to blind Changes damage: +6% light / +7% darkness Amulets make your neck look great! |
stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +37.00 Amulets make your neck look great! |
Ce'Nuba the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +9 Dex / +2 Mag / +8 Cun Changes resistances: +28% darkness Changes resistances penetration: +10% blight Changes damage: +14% darkness Blindness immunity: +28% Infravision radius: +5 See stealth: +11 See invisible: +8 Rings make your fingers look great! |
Emelytha the stralite ring =stunres=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce all saves and defense by 27 Changes stats: +6 Wil Changes resistances: +12% mind / +6% blight Changes resistances penetration: +20% mind Stun/Freeze immunity: +38% Life regen: +7.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
Eremugalach the HazefearPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Mag / +5 Wil Changes resistances: +6% mind / +18% cold Changes resistances penetration: +25% mind / +20% cold Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
Gloomwend the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Con Changes resistances: +6% darkness Changes resistances penetration: +15% cold / +25% physical Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +25% Only die when reaching: -20.00 life Maximum life: +22.00 Maximum stamina: +30.00 Rings make your fingers look great! |
GukhadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% physical / +6% nature / +15% fire Changes damage: +12% acid Reduces incoming crit damage: 15.00% Spell save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Rings make your fingers look great! |
Loryran the CrackleruneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +2 Wil Changes resistances penetration: +25% lightning / +10% fire Changes damage: +12% fire Stun/Freeze immunity: +31% Life regen: +5.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 4 nature Changes stats: +4 Cun / +4 Mag Changes resistances: +3% fire Changes resistances penetration: +5% nature Changes damage: +12% fire Mental save: +9 (+4 eff.) Silence immunity: +30% Confusion immunity: +31% Mana each turn: +0.26 Spellpower: +8 (+3 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Satyrobsidian'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind / 4 nature Changes resistances: +3% cold / +11% physical / +6% nature / +3% mind Changes resistances penetration: +5% cold Changes damage: +11% physical Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's steel ring of speed =speed=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 5.2 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
psionicist's gold ring of perseverance =stunres=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +24% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +24.00 Rings make your fingers look great! |
rogue's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
savior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +24% Rings make your fingers look great! |
savior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +21% Rings make your fingers look great! |
steel ring 'Hettuntir' =shieldpen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +2 Mag Changes resistances: +9% cold Critical mult.: +10.00% Mana each turn: +0.16 Maximum mana: +100.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+3 eff.) Rings make your fingers look great! |
wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+5 eff.) Stun/Freeze immunity: +36% Life regen: +2.00 Rings make your fingers look great! |
elemental dwarven-steel dagger of enduring (21-27 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 79 acid damage (1/turn) When wielded/worn: Changes stats: +8 Con / +7 Wil Changes resistances penetration: +14% acid Changes damage: +10% acid Maximum life: +27.00 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of projection (18-23 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 24 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +9 blight When wielded/worn: Disease immunity: +14% Sharp, short and deadly. |
quick stralite dagger (26-34 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
stralite dagger of crippling (29-38 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Sharp, short and deadly. |
truestriking dwarven-steel dagger of amnesia (18-23 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
voratun dagger of rage (36-47 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +10 Str Changes damage: +10% physical Sharp, short and deadly. |
voratun dagger of shearing (37-48 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +8% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Cyrunor Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce armor by 34% Damage (Ranged): +33 lightning When wielded/worn: Changes resistances: +24% acid Changes damage: +33% lightning / +6% mind Critical mult.: +20.00% Spell save: +9 (+5 eff.) Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of the mystic (43-60 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +15 (+4 eff.) Changes stats: +6 Mag / +6 Wil Disarm immunity: +20% Spellpower: +12 (+4 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Hellstrike the voratun waraxe (38-53 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 34% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +15% cold / +30% fire Changes resistances penetration: +25% fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Branumas' (72-100 power, 9 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 71.5 - 100.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% light / +9% acid Changes resistances penetration: +10% arcane Disarm immunity: +20% Knockback immunity: +20% One-handed war axes. |
Shockbrand the rough leather belt =undead=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +12% lightning / +5% arcane / +3% mind Silence immunity: +20% Teleport immunity: +10% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Sulfurparry'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +8 Mag / +7 Wil Changes resistances: +5% arcane / +15% fire Changes damage: +6% light Poison immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Spell crit. chance: +5% A belt that goes around your waist. |
monstrous hardened leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Str / +5 Con Physical save: +10 (+5 eff.) Spell save: +5 (+3 eff.) Size category: +2 A belt that goes around your waist. |
rough leather belt 'Eilinoletha'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +3 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str Critical mult.: +20.00% Spell save: +6 (+3 eff.) Maximum stamina: +10.00 Size category: +1 A belt that goes around your waist. |
Aruwyn the Bleakwing (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 darkness Changes stats: +7 Wil Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Changes damage: +9% mind Physical save: +8 (+4 eff.) Mental save: +32 (+11 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bokugar the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +1 Physical power: +20 (+6 eff.) Defense: +1 (+0 eff.) Changes stats: +5 Wil Reduces incoming crit damage: 5.00% Mental save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremachak the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Mag / +6 Wil Changes resistances: +5% arcane Mental save: +5 (+2 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Woevile' (2 def, 0 armour) =life=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 10 darkness Changes resistances: +5% arcane Changes resistances penetration: +15% darkness Changes damage: +12% darkness Life regen: +4.00 Maximum life: +163.00 Maximum stamina: +25.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rotblow (0 def, 0 armour) =natty=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +13% darkness / +43% nature / +13% mind / +9% all Changes resistances penetration: +15% nature Changes damage: +29% nature Physical save: +11 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+4 eff.) Confusion immunity: +35% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Zubotta the cashmere robe (0 def, 0 armour) =ltngres=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +9 Str / +2 Dex / +6 Mag / +6 Wil Changes resistances: +33% lightning / +6% darkness / +10% cold / +5% arcane / +11% all Changes damage: +32% lightning / +7% physical / +7% cold Mental save: +20 (+7 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Lck / +6 Dex Stealth bonus: +5 Stamina each turn: +0.70 Maximum stamina: +25.00 A pair of boots made of leather. |
Camykath (0 def, 2 armour) =stunres=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +2 Fatigue: +3% Damage (Melee): 10 blight Changes stats: +6 Con Changes resistances: +8% blight / +12% light / +6% darkness Changes damage: +8% blight Cut immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +11 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Weepbreaker the dwarven-steel gauntlets (0 def, 10 armour) =pluscon=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +10 Armour Hardiness: +8% Fatigue: +3% Changes stats: +3 Str / +2 Dex / +10 Con Changes resistances: +3% nature / +7% physical Physical save: +12 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Light radius: +2 When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 3). Damage (Melee): +18 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Phlegmumbra (2 def, 0 armour) =ii=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +3% temporal / +10% physical / +8% darkness / +3% nature Changes damage: +7% physical / +11% darkness / +3% nature Poison immunity: +20% Silence immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
voratun helm 'Yvyma' (0 def, 5 armour) =willp=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +20 Wil Changes resistances: +15% blight / +12% acid Changes resistances penetration: +15% acid Critical mult.: +20.00% Mental save: +33 (+12 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of the depths (0 def, 4 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil Changes resistances: +15% cold / +6% physical Allows you to breathe in: water Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's hardened leather cap of the bounder (0 def, 3 armour) =str=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +12 Str / +7 Dex / +5 Wil Changes resistances: +8% physical Physical save: +10 (+5 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.1 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Miresnake' (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 10 nature Changes resistances: +9% mind Changes resistances penetration: +20% acid Changes damage: +27% acid Mental save: +18 (+7 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mindpower: +25 (+8 eff.) A suit of armour made of mail. |
4 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. |
368 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. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 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. |
2 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. |
5 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. |
Torchpassion (dig speed 31 turns) =ir=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +7 Str / +2 Wil Changes resistances penetration: +5% fire Light radius: +3 Infravision radius: +3 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
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.(106 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Thunderblast'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +3% fire Changes resistances penetration: +5% lightning / +5% nature Changes damage: +9% lightning / +9% fire Mental save: +7 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +7 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 'Velomina'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Changes stats: +4 Cun / +3 Mag Changes resistances penetration: +10% physical 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. |
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 (+4 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cinderrot [power 275] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Wil Changes resistances penetration: +20% fire Changes damage: +6% mind Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +3% It can be used to blast the opponent's mind dealing 308 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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 21 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Glumira' [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% mind Changes damage: +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 14% for 2 turns. * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Carrionwreck the yew wand of shielding [power 284] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +20% darkness Changes damage: +18% acid / +6% nature / +3% darkness It can be used to create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of clairvoyance [power 13] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +4 lightning / +2 cold / +4 arcane / +5 blight Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 13, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zursia the Halfling Rogue level 24
58th Haze 122nd year of Ascendancy at 12:36 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Zursia the Halfling Rogue level 19
14th Haze 122nd year of Ascendancy at 15:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zursia the Halfling Rogue level 24
10th Decay 122nd year of Ascendancy at 22:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zursia the Halfling Rogue level 22
28th Haze 122nd year of Ascendancy at 23:56 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zursia the Halfling Rogue level 24
58th Haze 122nd year of Ascendancy at 10:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zursia the Halfling Rogue level 10
39th Dusk 122nd year of Ascendancy at 12:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zursia the Halfling Rogue level 20
15th Haze 122nd year of Ascendancy at 09:16 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Zursia the Halfling Rogue level 30
63rd Regrowth 123rd year of Ascendancy at 21:42 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Zursia the Halfling Rogue level 24
69th Haze 122nd year of Ascendancy at 03:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zursia the Halfling Rogue level 22
29th Haze 122nd year of Ascendancy at 03:13 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zursia the Halfling Rogue level 23
29th Haze 122nd year of Ascendancy at 13:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zursia the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 00:10 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Zursia the Halfling Rogue level 24
58th Haze 122nd year of Ascendancy at 12:36 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zursia the Halfling Rogue level 25
5th Allure 123rd year of Ascendancy at 07:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zursia the Halfling Rogue level 12
55th Dusk 122nd year of Ascendancy at 18:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Zursia the Halfling Rogue level 25
4th Allure 123rd year of Ascendancy at 15:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zursia the Halfling Rogue level 23
30th Haze 122nd year of Ascendancy at 01:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zursia the Halfling Rogue level 16
77th Dusk 122nd year of Ascendancy at 16:37 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Zursia the Halfling Rogue level 17
78th Dusk 122nd year of Ascendancy at 02:40 see stats
Log
Deadly Poison from Zursia hits Yvidatha the corrupted plasmic disruptor for (78 blocked), 0 nature (0 total damage).
Vulnerability Poison from Zursia hits Yvidatha the corrupted plasmic disruptor for (25 blocked), 0 arcane (0 total damage).
Zursia uses Throwing Knives.
The shield around Zursia crumbles.
Zursia's Throwing Knife performs a melee critical strike against Yvidatha the corrupted plasmic disruptor!
Melee retaliation hits Zursia for 11 lightning damage.
Zursia's Throwing Knife hits Yvidatha the corrupted plasmic disruptor for (73 blocked), 0 physical, (5 blocked), 0 lightning, (2 blocked), 0 fire, (3 blocked), 0 acid, (7 blocked), 0 physical, (5 blocked), 0 cold, (15 blocked), 0 darkness (0 total damage).
The gastric wave is upon you!
Yvidatha the corrupted plasmic disruptor is no longer magically poisoned.
Yvidatha the corrupted plasmic disruptor is no longer poisoned.
Zursia uses Throwing Knives.
Zursia reacts to damage from Corrupted plasmic disruptor's Slime Spit, mitigating the blow!.
Zursia slows down.
Zursia's Throwing Knife performs a melee critical strike against Yvidatha the corrupted plasmic disruptor!
Yvidatha the corrupted plasmic disruptor is magically poisoned!
Yvidatha the corrupted plasmic disruptor is poisoned!
Corrupted plasmic disruptor's Slime Spit hits Zursia for (36 reacted , -5 stam), 100 nature (100 total damage).
Melee retaliation hits Zursia for 15 lightning damage.
Zursia's Throwing Knife hits Yvidatha the corrupted plasmic disruptor for 12 physical, 2 lightning, 0 fire, 0 acid, 1 physical, 1 cold, 6 darkness (22 total damage).
Talent Dart Launcher is ready to use.
Yvidatha the corrupted plasmic disruptor uses Bleeding Edge.
Zursia reacts to an attack from Yvidatha the corrupted plasmic disruptor, mitigating the blow!.
Zursia is cut deeply.
Yvidatha the corrupted plasmic disruptor hits Zursia for (98 reacted , -5 stam), 272 physical (272 total damage).
Greater Weapon Focus from Yvidatha the corrupted plasmic disruptor hits Zursia for (19 parried), 315 physical (315 total damage).
Melee retaliation hits Yvidatha the corrupted plasmic disruptor for 1 physical, 3 darkness, 1 mind, 1 physical, 3 darkness, 1 mind (8 total damage).
Zursia the level 30 halfling rogue was ground to death by Yvidatha the corrupted plasmic disruptor on level 1 of The Godfeaster.
Yvidatha the corrupted plasmic disruptor prepares for the next kill!





































































































































