











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Talent Point Planner 1.5.0The 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: Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. 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:
Tier-1 Short Circuit Option 1.7.0Improved player targetting 1.2.0Player's targetting improvements. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 36 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Arathra the lesser vampire at level 36 on the 55th Regrowth 123rd year of Ascendancy at 07:52 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 71 (base 60) |
| Willpower | 86 (base 60) |
| Cunning | 45 (base 28) |
Resources
| Life | -301/1001 |
| Paradox | 551 |
| Healing Factor | 1.5056298990389 |
| Regeneration | 36.511525051694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 26 |
| Crit Chance | 47% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 26 |
| Crit Chance | 52% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 42% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +71% |
| Blight | +28% |
| Arcane | +22% |
| Physical | +24% |
| All | +13% |
Offense: Damage Penetration
| Darkness | +24% |
| Light | +24% |
| Temporal | +41% |
| Blight | +29% |
| Arcane | +14% |
| Physical | +35% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 21 (40.65183292883%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 1.7763568394003E-15 |
| Physical Save | 38 |
| Spell Save | 43 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Nature | + 32%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 44%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 22% |
| Knockback Resistance | 26% |
| Stun Resistance | 30% |
| Silence Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Isena. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by Isena. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Isena. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost tinker from death by Isena. Escort: lost tinker (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Isena. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Halerig (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Changes stats: +2 Mag / +5 Wil Changes damage: +6% blight Critical mult.: +5.00% Stamina each turn: +0.60 Maximum stamina: +12.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +3% It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | Carrionclamor =allpen9 lite9=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 nature / 6 physical Changes stats: +3 Con Changes resistances penetration: +10% physical / +9% all Changes damage: +3% physical Physical save: +9 (+4 eff.) Light radius: +9 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+5 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 | Blindterror the voratun gauntlets (0 def, 3 armour) =12warmaking=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 blight Changes resistances: +9% blight Changes resistances penetration: +15% darkness / +10% blight Changes damage: +3% blight Critical mult.: +12.00% Life regen: +16.00 Stamina each turn: +2.60 Maximum stamina: +55.00 Spell crit. chance: +12% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Nightmare (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Dayreeve' (dig speed 7 turns) =10cdr 10temppen=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Str Changes resistances: +7% physical Changes resistances penetration: +15% light / +10% temporal Changes damage: +3% temporal Maximum life: +23.00 Maximum stamina: +20.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glonor the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +6% blight Silence immunity: +29% Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +26% Mana each turn: +0.12 Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | MorningquellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +3% acid / +9% nature / +12% darkness Spell save: +6 (+2 eff.) Life regen: +8.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Eilinowen (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% blight Changes damage: +6% blight / +43% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +18 (+5 eff.) Spell crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to conjure elemental energy in a radius 8 cone, dealing 32.77 to 39.32 temporal damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Bethitira the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +13 (+5 eff.) Changes stats: +4 Str / +9 Dex / +4 Wil / +8 Cun Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Stealth bonus: +7 Physical save: +13 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+4 eff.) Teleport immunity: +10% Mental crit. chance: +8% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Mardodestir (26-34 power, 11 apr) =if shortstaff=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +11 Changes stats: +9 Con / +9 Wil Changes resistances penetration: +10% physical Maximum life: +90.00 Maximum stamina: +30.00 Damage Shield penetration: +30% Sharp, short and deadly. |
| Cloak | Erorak (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Wil / +5 Cun / +1 Con Changes resistances penetration: +5% arcane / +15% temporal Changes damage: +9% arcane / +3% temporal Physical save: +7 (+3 eff.) Maximum life: +60.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | ancient cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% all Changes resistances penetration: +7% temporal / +6% physical Changes damage: +9% temporal / +8% physical / +13% all Spellpower: +12 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 19%; reduction 3; 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 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 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. |
healing infusion of the wizard (heal 203; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -538; dur 7; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -538 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1238 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 740%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 740% 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. 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. |
movement infusion of the wizard (speed 659%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 394; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. 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. |
wild infusion of the titan (res 21%; mental; dur 3; cd 11)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: 11 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 21% 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the psychic (absorb 121; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 121 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 Willpower 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. |
shatter afflictions rune of the psychic (absorb 149; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 149 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 Willpower 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. |
DelibersCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +11 Fatigue: -11% Changes stats: +5 Dex / +9 Cun / +5 Con Changes damage: +6% arcane Critical mult.: +12.00% Life regen: +4.00 Stamina each turn: +0.50 Psi when hit: +0.12 Movement speed: +10% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
stabilizing steel amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% temporal Pinning immunity: +24% Knockback immunity: +21% Amulets make your neck look great! |
vitalizing gold amulet of perfection (0.26 Chronomancy / Stasis,0.26 Chronomancy / Timetravel)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.26 Chronomancy / Stasis +0.26 Chronomancy / Timetravel Physical save: +8 (+3 eff.) Life regen: +3.00 Maximum life: +37.00 Amulets make your neck look great! |
Aeruriawen the gold ring =5con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +4.0% Armour: +4 Changes stats: +2 Dex / +5 Con Changes resistances: +28% fire Changes damage: +14% fire Critical mult.: +20.00% Rings make your fingers look great! |
Betemiwen the yew vilestaff (20-24 power, 4 apr, acid element) =8con=Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +1 Changes stats: +8 Con Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Life regen: +2.10 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -80.00 life Maximum stamina: +20.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +3% Healing mod.: +34% Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
elven-wood starstaff 'Glintnail' (25-30 power, 5 apr, temporal element) =28sp14crit=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Str / +7 Mag / +7 Wil Changes resistances penetration: +20% light Changes damage: +25% temporal Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum mana: +95.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Forestwake =8str=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +8 Str / +2 Mag / +7 Wil Changes resistances: +7% lightning / +7% temporal / +6% light See invisible: +6 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Scaldstreaker =12dex3con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +12 Dex / +6 Cun / +3 Con Mental save: +8 (+3 eff.) Mindpower: +7 (+2 eff.) Light radius: +2 Infravision radius: +3 A belt that goes around your waist. |
Lustrewreath (1 def, 0 armour) =6con=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Dex / +2 Mag / +2 Wil / +6 Con Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Mag / +5 Wil Changes resistances: +9% lightning / +10% cold / +10% blight / +15% all Changes damage: +14% lightning / +15% physical / +16% cold Life regen: +5.10 Maximum life: +48.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+6 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Erydur (0 def, 1 armour) =lite3=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Con Changes resistances: +6% fire / +5% cold Silence immunity: +20% Maximum life: +40.00 Light radius: +3 A pair of boots made of leather. |
invigorating pair of dwarven-steel boots of massiveness (0 def, 4 armour) =5con=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +5 Str / +5 Con Changes damage: +7% physical Stamina each turn: +0.50 Maximum life: +40.00 Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Willowroar' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +6 Str / +7 Wil / +1 Cun / +7 Con Changes resistances penetration: +10% nature / +7% physical Changes damage: +7% physical Spellpower: +9 (+2 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +2% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Baloroddalen the dwarven-steel gauntlets (0 def, 2 armour) =3con=Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 darkness Changes stats: +3 Con Changes resistances: +6% darkness / +6% blight Changes damage: +12% acid / +5% darkness / +6% blight Physical save: +13 (+5 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +15.00 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%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 6% chance to reduce damage dealt by 24% Damage (Melee): +10 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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. Metal gloves protecting the hands up to the middle of the lower arm. |
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% Dex, 40% Str, 40% Cun 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 100.34 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Lisuda (0 def, 5 armour) =15pen=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +12 Str / +9 Dex / +9 Cun / +6 Con Changes resistances penetration: +15% temporal Changes damage: +12% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 72.2 Physical damage. If the attack hits, the target is confused (31% 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. |
Quenchgasher the rough leather cap (15 def, 1 armour) =9dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +4.0% Armour: +1 Defense: +15 (+5 eff.) Fatigue: +1% Changes stats: +9 Dex Changes resistances: +13% darkness Changes resistances penetration: +15% cold Infravision radius: +3 A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) =10str10con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
6 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. |
451 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. |
3 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. |
6 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Rungof's Fang =fang=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Bybers the dwarven lantern =160life=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Critical mult.: +10.00% Mental save: +26 (+9 eff.) Disease immunity: +10% Silence immunity: +20% Maximum life: +161.00 Light radius: +5 See stealth: +43 See invisible: +46 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of Revelation =no=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
alchemist's lamp 'Falurosus' =160life lite4=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% Pinning immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +64.00 Light radius: +4 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight =undead=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +10% blight / +7% fire / +7% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +8 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 27 blight damage or heals 32 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 normal brass lantern, enhanced by alchemy to make it brighter. |
Shard of Crystalized Time =2con=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
dwarven-steel torque of clear mind 'Hanehor' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +2 Mag / +1 Wil Mana each turn: +0.16 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 22% for 2 turns. * Heal for 63. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Floerock [power 155] (25 cooldown) =6str=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Str Changes damage: +15% cold Light radius: +2 See invisible: +6 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 449 Base Damage: 182 Armor: 20 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 51. 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. |
11 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. |
9 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Isena the Cornac Paradox Mage level 30
72nd Haze 122nd year of Ascendancy at 20:32 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isena the Cornac Paradox Mage level 24
26th Haze 122nd year of Ascendancy at 12:38 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Isena the Cornac Paradox Mage level 30
72nd Haze 122nd year of Ascendancy at 22:23 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Isena the Cornac Paradox Mage level 22
33rd Dusk 122nd year of Ascendancy at 15:28 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isena the Cornac Paradox Mage level 34
18th Regrowth 123rd year of Ascendancy at 11:01 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Isena the Cornac Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 07:14 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Isena the Cornac Paradox Mage level 20
22nd Dusk 122nd year of Ascendancy at 16:57 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Isena the Cornac Paradox Mage level 30
71st Haze 122nd year of Ascendancy at 14:47 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Isena the Cornac Paradox Mage level 24
71st Dusk 122nd year of Ascendancy at 05:57 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Isena the Cornac Paradox Mage level 32
9th Decay 122nd year of Ascendancy at 00:46 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Isena the Cornac Paradox Mage level 23
39th Dusk 122nd year of Ascendancy at 05:40 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Isena the Cornac Paradox Mage level 24
26th Haze 122nd year of Ascendancy at 14:15 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Isena the Cornac Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 01:11 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Isena the Cornac Paradox Mage level 22
38th Dusk 122nd year of Ascendancy at 04:33 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Isena the Cornac Paradox Mage level 34
21st Regrowth 123rd year of Ascendancy at 00:23 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isena the Cornac Paradox Mage level 22
32nd Dusk 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isena the Cornac Paradox Mage level 13
2nd Dusk 122nd year of Ascendancy at 08:21 see stats
Wibbly Wobbly Timey Wimey Stuff (Madness (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Isena the Cornac Paradox Mage level 5
79th Pyre 122nd year of Ascendancy at 11:28 see stats
Log
Isena casts Attenuate.
Isena is affected by the glimmerstone!
Isena succumbs to heightening fears!
Arathra the lesser vampire's mind surges with critical power!
Isena becomes terrified!
Talent Dimensional Step is ready to use.
Isena converts damage to paradox!
Heighten Fear from Arathra the lesser vampire hits Isena for (20 dissipated), (14 converted), 33 mind, (27 dissipated), (19 converted), 44 darkness (78 total damage).
Haunted from Arathra the lesser vampire hits Isena for (10 dissipated), (7 converted), 16 mind, (13 dissipated), (9 converted), 21 darkness (37 total damage).
Isena receives 75 healing from Temporal Restoration Field.
Attenuate from Isena hits Arathra the lesser vampire for (149 to psi shield), 465 temporal (465 total damage).
Isena casts Temporal Bolt.
Isena hits Arathra the lesser vampire for (96 to psi shield), 144 temporal (144 total damage).
Arathra the lesser vampire uses Blindside.
Arathra the lesser vampire HEALS from nature damage!
Isena converts damage to paradox!
Melee retaliation hits Arathra the lesser vampire for (3 to psi shield), 4 physical, 18 light, (0 to psi shield), 0 nature, 2 blight (25 total damage).
Arathra the lesser vampire hits Isena for (36 dissipated), (307 converted), 717 physical, (25 dissipated), (18 converted), 41 physical (758 total damage).
The fabric of time around Isena returns to normal.
Talent Energy Absorption is ready to use.
Isena converts damage to paradox!
Terrified from Arathra the lesser vampire hits Isena for (6 dissipated), (4 converted), 10 mind, (8 dissipated), (6 converted), 13 darkness (24 total damage).
Haunted from Arathra the lesser vampire hits Isena for (19 dissipated), (14 converted), 32 mind, (26 dissipated), (18 converted), 42 darkness (74 total damage).
Arathra the lesser vampire HEALS from nature damage!
Isena converts damage to paradox!
Arathra the lesser vampire's Beyond the Flesh hits Isena for (39 dissipated), (139 converted), 325 physical (325 total damage).
Attenuate from Isena hits Arathra the lesser vampire for (149 to psi shield), 573 temporal (573 total damage).
Melee retaliation hits Arathra the lesser vampire for (3 to psi shield), 5 physical, 21 light, (0 to psi shield), 0 nature, 3 blight (29 total damage).
Isena the level 36 cornac paradox mage was torn limb from limb to death by Arathra the lesser vampire on level 3 of Dreadfell.



























































































































