











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 | Female |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 21 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 41st Haze 122nd year of Ascendancy at 19:21 / 1 |
Primary Stats
| Strength | 55 (base 42) |
| Dexterity | 17 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 55 (base 50) |
| Willpower | 20 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -294/526 |
| Mana | 270/270 |
| Stamina | 185/185 |
| Positive | 70/110 |
| Healing Factor | 1.2429415192741 |
| Regeneration | 0.31073537981851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +15% |
| Blight | +20% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 39 (40.65183292883%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 1 |
| Physical Save | 40 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 46%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 28%( 70%) |
| Darkness | + 18%( 70%) |
| Cold | + 22%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 15%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 31% |
| Fear Resistance | 100% |
| Stun Resistance | 89% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 104 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * You've found the needed green worm. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Skyravager (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 lightning Changes stats: +5 Wil / +1 Con Changes resistances penetration: +5% blight Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Light source | Xeriwe the DazzlequenchInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 light / 6 fire Changes resistances penetration: +15% light Changes damage: +9% light Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +13% 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 | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 129.26 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Badar the steel torque of mindblast [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +12 Changes stats: +2 Con Physical save: +12 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 34. Torques are made by powerful psionics to store psionic powers. |
| On fingers | GlaciermarrowPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +5 Mag / +5 Wil Changes resistances: +3% acid / +1% physical / +6% cold Changes damage: +6% cold Stun/Freeze immunity: +10% Spellpower: +5 (+1 eff.) Healing mod.: +5% Rings make your fingers look great! |
| On fingers | warrior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
| Around neck | grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +27% Amulets make your neck look great! |
| In main hand | short yew vilestaff (20-24 power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Daimeruilathahir the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +2% physical Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | corrosive dwarven-steel shield of reflection (0 def, 6 armour, 28-34 power, 87.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane 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: +88 Damage (Melee): +12 acid When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 32% Changes stats: +1 Con Changes resistances: +14% acid / +14% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Staridol (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +3% light / +9% mind Changes resistances penetration: +10% light Changes damage: +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! This object's appearance was changed to Iron Throne Couture: 'Haute Couture' Underwear 1. |
Inventory
Beydir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +7 Str / +3 Dex Changes resistances: +3% temporal Amulets make your neck look great! |
GibarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +4 Wil Mindpower: +10 (+5 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
Snowjustice the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Wil Changes resistances: +3% lightning / +3% darkness / +6% blight / +6% cold / +5% arcane Mental save: +6 (+3 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
UrthimasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% physical Changes damage: +12% acid Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Stamina each turn: +0.30 Only die when reaching: -20.00 life Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Yvyldabeth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% mind Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Glitterwither the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +9 Defense: +10 (+5 eff.) Changes resistances: +24% acid / +3% temporal / +6% light / +30% cold / +6% nature Changes resistances penetration: +5% light Changes damage: +12% acid / +15% cold 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 140% 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! |
GunekhadInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +24% acid Changes resistances penetration: +5% mind Changes damage: +12% acid Spell save: +11 (+5 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +24% Maximum stamina: +10.00 Rings make your fingers look great! |
Malokalthogen the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +20% fire Changes damage: +10% fire Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Spellpower on spell critical (stacks up to 3 times): +6 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! |
copper ring 'Betina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances penetration: +25% temporal Changes damage: +3% blight Silence immunity: +25% Mana each turn: +0.11 Rings make your fingers look great! |
copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 14 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
marksman's copper ring of nature (+22%)Infused by nature 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: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% blight Poison immunity: +10% Disease immunity: +11% Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Duathelmalice' (26-38 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 32% Damage (Melee): +13 light Damage against: +17% Undead When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% * 20% chance to reduce damage dealt by 13% Changes damage: +6% darkness Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum psi: +30.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel longsword 'Offalbreacher' (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances penetration: +15% mind Changes damage: +15% blight Maximum psi: +30.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Thunderserpent (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 32% Damage (Melee): +12 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +7 Con / +8 Wil Changes resistances: +12% acid / +6% mind Maximum life: +29.00 One-handed war axes. |
iron waraxe 'Adyda' (14-20 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Damage when hit (Melee): 6 mind Only die when reaching: -80.00 life One-handed war axes. |
Zubytira the SplendourresolveCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +9% acid / +9% light / +3% darkness Changes damage: +9% light Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Tarrukalthofang the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind / 2 physical Changes stats: +2 Str / +3 Wil Changes resistances: +3% physical Mental save: +7 (+3 eff.) Stamina each turn: +1.00 Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregirovor the Muckblack (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 nature / 2 fire Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% fire Changes damage: +3% nature 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. |
Duathelfoe (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +2% Changes resistances: +6% darkness Critical mult.: +15.00% Stamina each turn: +2.00 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerglean the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +3 Wil / +3 Cun / +1 Con Changes resistances penetration: +25% mind / +5% light Physical save: +7 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Infravision radius: +2 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)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.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Emedhera' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +2 Physical crit. chance: +8.0% Armour: +2 Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +29% Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 mind Changes stats: +3 Dex Changes resistances: +6% mind Changes damage: +5% mind When used to modify unarmed attacks: Base power: 21.5 - 30.1 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: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +5 mind Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 mind Changes stats: +2 Str Changes resistances: +6% mind Changes damage: +4% mind When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +5 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Amedurin (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind Changes resistances: +5% blight / +2% physical / +12% darkness / +3% cold Spell save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Poison immunity: +20% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 14 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chudunablek the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% acid / +6% lightning / +5% fire / +6% nature / +6% cold Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life A cap made of leather. |
Flashviper (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 10 lightning Changes stats: +3 Str Changes resistances: +3% lightning Changes resistances penetration: +10% light / +15% lightning Changes damage: +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scabspike (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 nature Changes stats: +3 Str Changes resistances: +6% light Changes damage: +6% nature / +3% darkness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 173.5 Physical damage. If the attack hits, the target is confused (29% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% fire / +6% cold A cap made of leather. |
Wrathroot's Barkwood (9 def, 10 armour, 29-41 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 29.0 - 40.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
flaming steel shield of resistance (0 def, 4 armour, 16-19 power, 40 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 1 fire Changes resistances: +6% acid / +7% fire / +7% lightning / +5% cold Talent granted: +1 Block Handheld deflection devices. |
icy steel shield of mind resistance (+10%) (0 def, 4 armour, 18-22 power, 37.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 2 ice Changes resistances: +10% mind Talent granted: +1 Block Handheld deflection devices. |
iron shield 'Oakwell' (0 def, 2 armour, 10-11 power, 18.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +3 Str / +1 Wil Changes resistances: +10% blight / +10% nature / +3% acid Changes resistances penetration: +10% nature Talent granted: +1 Block Handheld deflection devices. |
iron shield 'Willowriver' (0 def, 2 armour, 9-11 power, 21 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +12% physical Changes damage: +9% nature Talent granted: +1 Block Handheld deflection devices. |
reinforced steel shield of reflection (0 def, 9 armour, 18-21 power, 74.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +74 When wielded/worn: Armour: +9 Fatigue: +8% Changes resistances: +10% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
7 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. |
283 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. |
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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Nerena (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% nature / +3% mind Changes damage: +6% nature Silence immunity: +10% Stun/Freeze immunity: +20% Maximum life: +40.00 Light radius: +2 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. |
iron pickaxe 'Goruyon' (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -5% Changes stats: +4 Str / +1 Dex Disease immunity: +10% Cut immunity: +20% 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Aerewen the ChargeglamourPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% blight / +6% temporal / +6% darkness Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +3 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 27 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Lustrepulverizer the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +6 Wil Changes resistances: +9% light Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
ethereal brass lantern of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% darkness Changes damage: +7% light Damage affinity(heal): +5% light Spellpower: +7 (+2 eff.) Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 132.56 light damage. At talent level 3 you gain 23% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 6 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Halamnir [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% fire Silence immunity: +20% Disarm immunity: +10% Confusion immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Urtharegar' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Mag / +3 Wil Changes damage: +3% physical It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Dimwreath the ash totem of healing [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% darkness Changes damage: +9% mind Equilibrium when hit: +0.12 Mental crit. chance: +2% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Falorab [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% fire Changes resistances penetration: +20% mind Spell crit. chance: +2% Mental crit. chance: +1% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vorusenne the Skeleton Sun Paladin level 18
71st Dusk 122nd year of Ascendancy at 02:16 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Vorusenne the Skeleton Sun Paladin level 14
44th Dusk 122nd year of Ascendancy at 08:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vorusenne the Skeleton Sun Paladin level 10
29th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vorusenne the Skeleton Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 07:14 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Vorusenne the Skeleton Sun Paladin level 11
30th Dusk 122nd year of Ascendancy at 11:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vorusenne the Skeleton Sun Paladin level 5
19th Dusk 122nd year of Ascendancy at 17:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vorusenne the Skeleton Sun Paladin level 9
26th Dusk 122nd year of Ascendancy at 07:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vorusenne the Skeleton Sun Paladin level 17
63rd Dusk 122nd year of Ascendancy at 01:40 see stats
Log
Elysevea the storm drake hatchling uses Noggin Knocker.
Vorusenne is caught inside a Hurricane.
Storm drake hatchling recovers sight.
Urkis, the High Tempest receives 2 healing from Temporal Restoration Field.
Thunderstorm hits Vorusenne for (57 blocked), 0 lightning (0 total damage).
Vorusenne shrugs off Urkis, the High Tempest's 'Dazed'!
Vorusenne resists the stunning shot!
Vorusenne resists the stunning shot!
Vorusenne resists the stunning shot!
Hurricane from Urkis, the High Tempest hits Vorusenne for (88 blocked), 29 lightning (29 total damage).
Hurricane from Urkis, the High Tempest hits Gwelgoroth for 91 lightning damage.
Elysevea the storm drake hatchling's Noggin Knocker hits Vorusenne for (53 blocked), 0 physical, (13 blocked), 0 physical (0 total damage).
Elysevea the storm drake hatchling's Noggin Knocker hits Vorusenne for (55 blocked), 0 physical, (13 blocked), 0 physical (0 total damage).
Elysevea the storm drake hatchling's Noggin Knocker hits Vorusenne for (59 blocked), 0 physical, (13 blocked), 0 physical (0 total damage).
Urkis, the High Tempest casts Lightning.
Vorusenne resists!
Urkis, the High Tempest hits Vorusenne for (88 blocked), 117 lightning (117 total damage).
Vorusenne casts Providence.
Elysevea the storm drake hatchling uses Kneecapper.
Vorusenne resists!
Urkis, the High Tempest receives 2 healing from Temporal Restoration Field.
Thunderstorm hits Vorusenne for 50 lightning damage.
Vorusenne is pinned to the ground.
Talent Healing Light is ready to use.
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 63 lightning damage.
Hurricane from Urkis, the High Tempest hits Vorusenne for 80 lightning damage.
Hurricane from Urkis, the High Tempest hits Gwelgoroth for 63 lightning damage.
Elysevea the storm drake hatchling's Kneecapper hits Vorusenne for 111 physical, 11 physical (122 total damage).
Vorusenne the level 21 skeleton sun paladin was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.




































































































