









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 30 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Islosewyn the patchwork troll at level 30 on the 63rd Pyre 123rd year of Ascendancy at 20:56 / 1 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 16 (base 11) |
| Constitution | 21 (base 10) |
| Magic | 66 (base 60) |
| Willpower | 11 (base 10) |
| Cunning | 16 (base 11) |
Resources
| Life | -97/942 |
| Mana | 0/279 |
| Stamina | 11/202 |
| Positive | 34/77 |
| Healing Factor | 1.596387434555 |
| Regeneration | 14.177548937625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +94.339622641509% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 19.896672124873 |
| See Invisible | 19.896672124873 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 46 |
| Crit Chance | 36% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +20% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 52.416050405667 (91.629213483146%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 31 |
| Physical Save | 42 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 41%( 70%) |
| All | + 34%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 50%( 70%) |
| Mind | + 40%( 70%) |
| Physical | + 53%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Disarm Resistance | 52% |
| Silence Resistance | 27% |
| Bleed Resistance | 20% |
| Confusion Resistance | 45% |
| Knockback Resistance | 84% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| 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 19% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -364 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| 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 mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Combat veteran | 1.31 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortress |
| talent | Righteous Strength |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | Reduces global action speed by 6%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 234. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of squid ink. Marus of Elvala has completed an elixir of the savior 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 giant spider spinneret. * You've found the needed honey tree root. * You've found the needed minotaur nose. 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: * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed faerlhing fang. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | pair of rough leather boots 'Layuta' (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +6% darkness / +6% acid Mental save: +9 (+5 eff.) Silence immunity: +27% Disarm immunity: +5% Confusion immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +5% A pair of boots made of leather. |
| Light source | brass lantern 'Glorubeth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str Changes resistances: +9% darkness / +9% light Maximum life: +44.00 Light radius: +2 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 | Earizor (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +9% fire / +5% arcane / +2% physical Blindness immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +20% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew wand of clairvoyance 'Beirab' [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Physical power: +6 (+2 eff.) Changes resistances: +1% physical Physical save: +6 (+2 eff.) Maximum life: +60.00 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 12, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Lorekor the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +5 Mag Changes resistances: +12% blight / +9% acid Changes resistances penetration: +20% blight Grants telepathy: Demon/Minor Demon/Major Life regen: +1.70 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
| On fingers | copper ring 'Gleamkarma'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Cun / +4 Con Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +3% light Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
| Around waist | PhoenixmaliceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% mind / +6% acid Changes damage: +6% fire Spell save: +9 (+5 eff.) Mental save: +9 (+5 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +15% Size category: +1 A belt that goes around your waist. |
| In main hand | Dawnsage (77.5-124 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +13 temporal / +20 nature / +24 light Burst (radius 1) on hit: +12 light When wielded/worn: Changes resistances: +6% light / +6% lightning Massive two-handed swords. |
| On hands | iron gauntlets 'Sparkveil' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Life regen: +1.40 Stamina each turn: +0.80 Equilibrium when hit: +0.24 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Berosta the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +2 Str / +2 Cun / +7 Con Changes resistances: +52% acid / +10% physical / +24% fire / +10% cold / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +28% Knockback immunity: +34% A suit of armour made of metal plates. |
| Cloak | Getadan the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% nature / +14% blight Blindness immunity: +10% Disease immunity: +25% Disarm immunity: +15% Confusion immunity: +10% Knockback immunity: +30% Life regen: +1.30 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | XathCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Changes stats: +4 Str Changes resistances: +5% physical Talent mastery: +0.21 Technique / Combat veteran Maximum life: +30.00 Amulets can have magical properties. |
Inventory
heroism infusion of the wizard (+14 for 10 turns, die at -456)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -456 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 407 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 20%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune of the psychic (239 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 79.60 to 238.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
Loradin the SewerpallPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +9% nature Changes damage: +9% nature / +12% acid Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
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 (+5 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... |
gold amulet 'Torykalthomas'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Wil / +2 Con Mental save: +26 (+13 eff.) Life regen: +1.10 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
restful gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Cut immunity: +50% Life regen: +0.90 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's gold amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Mag / +5 Cun / +5 Con Life regen: +0.70 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
GiyawynInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes resistances: +6% mind / +4% physical Mental save: +7 (+4 eff.) Blindness immunity: +20% Confusion immunity: +28% Teleport immunity: +10% Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.78 cold and 7.78 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+6 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
reinforced hardened leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Physical save: +13 (+5 eff.) Maximum life: +53.00 Maximum mana: +30.00 Maximum stamina: +31.00 Maximum hate: +10.00 Maximum psi: +21.00 Maximum vim: +20.00 Maximum pos.energy: +22.00 Maximum neg.energy: +23.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Mindpower: +6 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Flashgasher (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +7 Dex / +3 Mag / +8 Con Changes resistances: +15% fire Talent mastery: +0.30 Technique / Combat training Spell save: -18 (-10 eff.) Stamina each turn: +0.50 Mana each turn: -0.22 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvoldawyn the Bogsage (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Con Changes resistances: +6% nature Physical save: +9 (+3 eff.) Stamina each turn: +1.00 Maximum life: +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neresenor the Glowbringer (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances penetration: +20% fire Changes damage: +12% fire Light radius: +3 Movement speed: +20% A pair of boots made of leather. |
grounding pair of hardened leather boots of disengagement (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Dex Changes resistances: +7% lightning / +9% temporal It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 104% 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. A pair of boots made of leather. |
pair of dwarven-steel boots 'Samoldir' (2 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Str / +1 Cun / +8 Con Changes resistances penetration: +15% arcane Changes damage: +3% acid / +6% physical / +3% arcane Physical save: +15 (+5 eff.) Mental save: +15 (+8 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. 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 'Blindedge' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +3 Con Changes resistances: +9% lightning / +6% nature / +5% arcane Changes resistances penetration: +5% darkness Changes damage: +3% darkness Physical save: +18 (+6 eff.) Spell save: +30 (+14 eff.) Mental save: +15 (+8 eff.) A pair of boots made of leather. |
Aramira (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +4 Str / +1 Mag Changes resistances penetration: +5% mind Light radius: +3 Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+2 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 23.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.Fulodrachik the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 cold Changes stats: +10 Cun Changes resistances: +8% cold Changes damage: +9% blight / +6% cold Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Reduces incoming crit damage: 15.00% Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +1 Changes stats: +3 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+5 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dazzlevortex the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +1 Str / +8 Mag / +7 Con Changes resistances: +13% blight Changes damage: +18% arcane / +13% blight Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Xovea the Undeathwaker (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +6 Con Changes resistances: +6% nature Stamina each turn: +0.60 Maximum stamina: +15.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Duvogorn' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes stats: +3 Mag / +4 Wil / +5 Con Changes resistances: +9% cold Changes resistances penetration: +10% mind Allows you to breathe in: water Reduces incoming crit damage: 15.00% Mental crit. chance: +8% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.steel mail armour 'Zerendil' (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun Changes resistances: +9% acid / +9% physical / +9% cold / +9% fire / +9% lightning Changes damage: +15% acid Grants telepathy: Dragon Equilibrium when hit: +0.20 Mindpower: +12 (+9 eff.) A suit of armour made of mail. |
13 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. |
142 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused 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. |
4 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. |
2 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. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +63.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +9% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +0% all Movement speed: +12% Combat speed: -9% Casting speed: -9% Mental speed: -9% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 (+5 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 4 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 50% 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 FootPowered by arcane forces 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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, costing 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), costing 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. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots 'Gleyamira' (18/18, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% Damage (Ranged): +40 mind / +23 fire Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +11 fire Shots are used with slings to pummel your foes to death. |
Chargewing [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Cun / +4 Wil Maximum wards: +3 physical / +4 mind / +2 darkness Changes damage: +15% lightning Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Light radius: +3 See invisible: +6 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Kildil [power 29] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% cold Changes resistances penetration: +20% blight Mental save: +12 (+6 eff.) Mana each turn: +0.08 Damage Shield penetration: +40% It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Bethomina' [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes resistances penetration: +10% physical Life regen: +0.60 Stamina each turn: +0.20 It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Huradomnir the yew wand of conjuration [power 211] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +6% cold / +9% light / +9% temporal Changes resistances penetration: +15% mind Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Spell save: +10 (+5 eff.) It can be used to fire a bolt of a random element with (base) damage 106 to 211, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xaninor the yew wand of trap destruction [power 62] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +10 Wil Talent cooldown: Strike (-1 turn) Talent granted: +1 Strike See invisible: +6 It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A living one! (Insane (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Teal the Higher Sun Paladin level 30
63rd Pyre 123rd year of Ascendancy at 03:10 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Teal the Higher Sun Paladin level 29
61st Pyre 123rd year of Ascendancy at 23:39 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Teal the Higher Sun Paladin level 14
24th Haze 122nd year of Ascendancy at 05:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Teal the Higher Sun Paladin level 12
20th Dusk 122nd year of Ascendancy at 07:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Teal the Higher Sun Paladin level 23
6th Allure 123rd year of Ascendancy at 00:00 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Teal the Higher Sun Paladin level 21
76th Haze 122nd year of Ascendancy at 00:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Teal the Higher Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 21:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Teal the Higher Sun Paladin level 20
70th Haze 122nd year of Ascendancy at 04:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Teal the Higher Sun Paladin level 30
61st Pyre 123rd year of Ascendancy at 23:39 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Teal the Higher Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 21:45 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Teal the Higher Sun Paladin level 13
73rd Dusk 122nd year of Ascendancy at 21:57 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Teal the Higher Sun Paladin level 19
68th Haze 122nd year of Ascendancy at 21:27 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Teal the Higher Sun Paladin level 30
63rd Pyre 123rd year of Ascendancy at 19:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Teal the Higher Sun Paladin level 11
8th Flare 122nd year of Ascendancy at 13:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Teal the Higher Sun Paladin level 12
8th Dusk 122nd year of Ascendancy at 14:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Teal the Higher Sun Paladin level 23
6th Allure 123rd year of Ascendancy at 06:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Teal the Higher Sun Paladin level 17
43rd Haze 122nd year of Ascendancy at 18:44 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Teal the Higher Sun Paladin level 28
60th Pyre 123rd year of Ascendancy at 19:35 see stats
Log
Islosewyn the patchwork troll's mind surges with critical power!
Islosewyn the patchwork troll is invigorated by the attack!
Islosewyn the patchwork troll is invigorated by the attack!
Islosewyn the patchwork troll's mind surges with critical power!
Islosewyn the patchwork troll is invigorated by the attack!
Islosewyn the patchwork troll is invigorated by the attack!
Islosewyn the patchwork troll slows down.
Islosewyn the patchwork troll is invigorated by the attack!
Teal slows down.
Islosewyn the patchwork troll is invigorated by the attack!
Bloated ooze resists the mind attack!
Bloated ooze slows down.
Islosewyn the patchwork troll is invigorated by the attack!
Bloated ooze is a martyr.
Bloated ooze resists the mind attack!
Bloated ooze slows down.
Islosewyn the patchwork troll's mind surges with critical power!
Islosewyn the patchwork troll is invigorated by the attack!
Islosewyn the patchwork troll shares damage with his oozes!
Islosewyn the patchwork troll HEALS from nature damage!
Islosewyn the patchwork troll damages himself through Martyrdom!
Islosewyn the patchwork troll hits Teal for 5 arcane damage.
Weapon of Wrath hits Bloated ooze for 141 fire damage.
Teal hits Bloated ooze for 7 light, 13 mind, 7 temporal, 11 nature, 15 light, 9 light, 7 light (69 total damage).
Teal hits Bloated ooze for 7 light, 8 mind, 7 temporal, 11 nature, 15 light, 9 light, 7 light (65 total damage).
Teal hits Islosewyn the patchwork troll for 33 physical, 4 temporal, 7 nature, 5 healing, 10 light, 3 light, 3 light, 0 arcane, 5 light, 5 light (69 total damage) [5 healing].
Teal killed Bloated ooze!
Islosewyn the patchwork troll rushes out!
Islosewyn the patchwork troll is invigorated by the attack!
Saving game...




































































































