











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 24 / 90% |
Size | big |
Lifes / Deaths | Killed by elven blood mage at level 24 on the 3rd Iron 123rd year of Ascendancy at 13:43 / 2Killed by Neriba the corrupted plasmic disruptor at level 24 on the 3rd Iron 123rd year of Ascendancy at 15:52 |
Antimagic | Follower |
Primary Stats
Strength | 54 (base 46) |
Dexterity | 22 (base 15) |
Constitution | 61 (base 44) |
Magic | 11 (base 10) |
Willpower | 29 (base 16) |
Cunning | 27 (base 13) |
Resources
Life | -6/910 |
Stamina | 23/196 |
Equilibrium | 0 |
Healing Factor | 1.4911688311688 |
Regeneration | 17.893983456455 |
Speed
Mental | +12.168674698795% |
Attack | 0% |
Movement | +22.168674698795% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 34.753403342673 |
See Invisible | 34.753403342673 |
Offense: Mainhand
Damage | 134 |
Accuracy | 48 |
Crit Chance | 67% |
APR | 14 |
Speed | 0.89 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Nature | +8% |
Temporal | +14% |
Mind | +11% |
Physical | +19% |
Cold | +16% |
All | +5% |
Offense: Damage Penetration
Darkness | +10% |
Light | +10% |
Blight | +10% |
Physical | +12% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 85.746656668222 (100%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 33 |
Physical Save | 58 |
Spell Save | 67 |
Mental Save | 38 |
Defense: Resistances
Acid | + 2%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 46%( 70%) |
All | + 10%( 70%) |
Darkness | + 21%( 70%) |
Light | + 21%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 31%( 70%) |
Mind | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Disarm Resistance | 40% |
Bleed Resistance | 10% |
Confusion Resistance | 25% |
Silence Resistance | 20% |
Stun Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 375 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The target has been tethered to the location and has a 135% chance of being teleported back, creating an explosion for 93.62 physical and 93.62 temporal warp damage at both ends of the teleport. Spatial Tether |
beneficial effect | Increases stamina regeneration by 18, movement and attack speed by 12%. Relentless Fury |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | You gain 22% resistance against temporal. Resolve |
beneficial effect | Increases critical hit chance by 48%. Berserker Rage |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+17). Continuum Destabilization |
beneficial effect | The target's skin turns to stone, granting 19 armour, 23 physical save and 23 spell save. Dwarven Resilience |
beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 6.33, and stamina regeneration by 1.27. Bloodbath |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Fogwrither of the Blightspawn (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Effects on melee hit: * Slows global speed by 15% * 30% chance to daze at end of turn Damage (Melee): 0(-15) item nature slow / 0(-30) item lightning daze Effects when hit in melee: * 34% chance to inflict 15% damage reduction * 38% chance to disease Damage when hit (Melee): 0(-38) item blight disease / 0(-34) item darkness numbing Changes resistances: +11%(-) lightning / +11%(-) temporal / +12%(-) light / +18%(-) fire / +13%(-) cold Physical save: +8 (+2 eff.) (-) Spell save: +19 (+5 eff.) (-) Mental save: +11 (+6 eff.) (-) A pair of boots made of leather. |
Quiver | ![]() Squalorsever the quiver of elm arrows (12/12, 13-18.2 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 12 (-) On weapon hit: * Slows global speed by 40% On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Damage (Ranged): +8(-) bleed Burst (radius 2) on crit: +16(-) nature Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Dourhue Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4(-) darkness / 8(-) nature Changes resistances: +9%(-) darkness Changes resistances penetration: +15%(-) nature / +10%(-) darkness Changes damage: +3%(-) nature / +9%(-) darkness Physical save: +8 (+2 eff.) (-) Light radius: +3 (-) Healing mod.: +16% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Yvedavena (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% (-) Damage when hit (Melee): 8(-) blight Changes stats: +2(-) Wil Changes resistances penetration: +10%(-) blight Spell save: +30 (+8 eff.) (-) Maximum vim: +30.00 (-) Spellpower: +6 (+3 eff.) (-) Infravision radius: +2 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() dwarven-steel pickaxe 'Gileyadan' (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) (-) Changes stats: +2(-) Str / +6(-) Dex / +3(-) Mag / +7(-) Cun Changes resistances: +6%(-) acid Movement speed: +10% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Camabar Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +6%(-) lightning / +12%(-) temporal / +3%(-) darkness / +6%(-) mind / +5%(-) arcane Changes damage: +5%(-) all Spell save: +12 (+3 eff.) (-) Spellpower: +8 (+5 eff.) (-) Mindpower: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() copper ring 'Eilinessra' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Armour: +6 Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +15%(+9%) lightning / +0%(-12%) temporal / +0%(-3%) darkness / +22% cold / +0%(-6%) mind / +0%(-5%) arcane Changes damage: +11% cold / +9% temporal / +0%(-5%) all Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Cut immunity: +10% Silence immunity: +20% Confusion immunity: +25% Spellpower: +0 (+0 eff.) (-8 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() insulating rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes resistances: +5%(-) cold / +5%(-) fire Spell save: +6 (+2 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
In main hand | ![]() Nimbusvenom (68-102 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +28(-) insidious poison / +20(-) temporal / +19(-) nature Burst (radius 1) on hit: +4(-) lightning Burst (radius 2) on crit: +4(-) light When wielded/worn: Armour penetration: +10 (-) Damage when hit (Melee): 16(-) lightning Changes resistances penetration: +10%(-) light / +12%(-) physical Changes damage: +14%(-) physical Massive two-handed mauls. |
On hands | ![]() Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-) Defense: +10 (+10 eff.) (-) Fatigue: +24% (-) Changes stats: +5(-) Con Changes resistances: -15%(-) acid / +15%(-) physical Reduces opponents crit chance: 20% (-) Physical save: +15 (+5 eff.) (-) Knockback immunity: +30% (-) Life regen: +2.00 (-) Maximum life: +50.00 (-) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | ![]() linen cloak 'Nofang' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 8(-) mind Changes stats: +2(-) Str / +6(-) Wil / +4(-) Cun / +2(-) Con Changes damage: +6%(-) mind Mental crit. chance: +1% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() warrior's copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +5%(-) physical Stamina each turn: +0.20 (-) Amulets can have magical properties. |
Inventory
![]() healing infusion of the titan (heal 169) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169(+13) and cleanse 1 wound and 1 poison effect. Its effects scale with your -Strength, +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 ability. |
![]() healing infusion of the warrior (heal 153) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153(-4) and cleanse 1 wound and 1 poison effect. 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. |
![]() regeneration infusion of the psychic (heal 233 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233(-143) life over 5(-) turns. Its effects scale with your -Constitution, +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 ability. |
![]() regeneration infusion of the psychic (heal 232 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232(-144) life over 5(-) turns. Its effects scale with your -Constitution, +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 ability. |
![]() 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 10%; cure magical) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or -physical effect and reduce all damage taken by 10%(-5%) for 6(+2) 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. Tap to cycle through comparison choices |
![]() wild infusion of the psychic (resist 19%; cure physical) 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: 19 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%(+3%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Strength, +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 ability. Tap to cycle through comparison choices |
![]() wild infusion of the warrior (resist 17%; 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: 17 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 17%(+2%) for 5(+1) 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. Tap to cycle through comparison choices |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.70 nature damage per turn for 7 turns, and reducing the target's healing received by 34%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.63 nature damage per turn for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 381% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 303.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +15% darkness / +0%(-5%) physical Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Stamina each turn: +0.00 (-0.20) Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +0%(-6%) lightning / +0%(-12%) temporal / +0%(-3%) darkness / +0%(-6%) mind / +0%(-5%) arcane Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +22%(+16%) lightning / +0%(-12%) temporal / +0%(-3%) darkness / +0%(-6%) mind / +0%(-5%) arcane Changes damage: +11% lightning / +0%(-5%) all Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() mule's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: -5% Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +0%(-6%) lightning / +0%(-12%) temporal / +0%(-3%) darkness / +20% fire / +0%(-6%) mind / +0%(-5%) arcane Changes damage: +0%(-5%) all / +10% fire Maximum encumbrance: +21 Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() rogue's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +6 (+5 eff.) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +3 Cun Changes resistances: +0%(-6%) lightning / +0%(-12%) temporal / +0%(-3%) darkness / +0%(-6%) mind / +0%(-5%) arcane Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Spellpower: +0 (+0 eff.) (-8 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Oliruivon (46.5-69.75 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8(-21.5 - -32.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-1) Crit. chance: +7.5% (+4.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze at end of turn (-20%) + disrupts spell-casting Damage (Melee): +0(-28) insidious poison / +34(+14) temporal / +29(+10) nature / +8 physical Burst (radius 1) on hit: +0(-4) lightning Burst (radius 2) on crit: +0(-4) light Damage against: +27% Unnatural When wielded/worn: Armour penetration: +0 (-10) Physical crit. chance: +1.0% Armour: +2 Damage when hit (Melee): 0(-16) lightning Changes resistances: +1% physical / +3% darkness / +9% temporal Changes resistances penetration: +0%(-10%) light / +0%(-12%) physical Changes damage: +0%(-14%) physical Silence immunity: +10% Massive two-handed battleaxes. |
![]() Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+5 eff.) Ranged Defense: +10 (+7 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-14) Defense: +12 (+12 eff.) (+2 (+2 eff.)) Fatigue: +7% (-17%) Changes stats: +4(-1) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical Talent mastery: -0.20 Cunning / Stealth Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +40.00 (-10.00) Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() This item will automatically be transmogrified when you leave the level. Beresta the Airzeal (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 (-3) Defense: +4 (+4 eff.) (-6 (-6 eff.)) Fatigue: +16% (-8%) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +0(-5) Con Changes resistances: +10%(+25%) acid / +11%(-4%) physical / +12% light / +11% fire / +11% cold / +31% lightning Changes resistances penetration: +25% lightning Changes damage: +15% lightning Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of mail. |
![]() rejuvenating steel plate armour of the deep (4 def, 11 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 (-9) Defense: +4 (+4 eff.) (-6 (-6 eff.)) Fatigue: +22% (-2%) Changes stats: +0(-5) Con Changes resistances: +7%(+22%) acid / +6% cold / +0%(-15%) physical Allows you to breathe in: water Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +2.30 (+0.30) Stamina each turn: +0.80 Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
![]() Brenirab the Ichorfear (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 0(-8) mind Changes stats: +1(-1) Str / +0(-6) Wil / +0(-4) Cun / +1(-1) Con Changes resistances: +6% nature Changes resistances penetration: +10% fire Changes damage: +0%(-6%) mind / +9% fire Mental crit. chance: +0% (-1%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of rough leather boots 'Eilinigath' (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+2) Fatigue: +1% (-4%) Damage (Melee): 0(-15) item nature slow / 0(-30) item lightning daze Damage when hit (Melee): 0(-38) item blight disease / 0(-34) item darkness numbing Changes stats: +3 Dex Changes resistances: +5%(-6%) lightning / +6%(-5%) temporal / +0%(-12%) light / +0%(-18%) fire / +0%(-13%) cold Changes damage: +9% physical Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spell save: +0 (+0 eff.) (-19 (-5 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Cuthytoravor' (6 def, 15 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 (+10) Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: -5% (-10%) Damage (Melee): 0(-15) item nature slow / 0(-30) item lightning daze Damage when hit (Melee): 0(-38) item blight disease / 0(-34) item darkness numbing Changes stats: +4 Dex / +5 Wil / +4 Cun / +5 Con Changes resistances: +0%(-11%) lightning / +0%(-11%) temporal / +0%(-12%) light / +6%(-7%) cold / +5% arcane / +0%(-18%) fire Changes resistances penetration: +9% physical Maximum encumbrance: +43 Physical save: +14 (+4 eff.) (+6 (+2 eff.)) Spell save: +0 (+0 eff.) (-19 (-5 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Confusion immunity: +10% Mindpower: +9 (+5 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() pair of dwarven-steel boots 'Islovena' (0 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 (+5) Fatigue: -3% (-8%) Damage (Melee): 0(-15) item nature slow / 0(-30) item lightning daze Damage when hit (Melee): 0(-38) item blight disease / 0(-34) item darkness numbing Changes stats: +1 Cun Changes resistances: +10% acid / +0%(-11%) temporal / +0%(-12%) light / +14%(-4%) fire / +8%(-3%) lightning / +16%(+3%) cold Changes damage: +3% mind Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Spell save: +0 (+0 eff.) (-19 (-5 eff.)) Mental save: +30 (+13 eff.) (+19 (+7 eff.)) Stamina each turn: +0.40 Equilibrium when hit: +0.08 Maximum life: +44.00 Mindpower: +4 (+2 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() naturalist's iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-7) Damage (Melee): 5 nature Changes stats: +0(-4) Con / +3 Mag Changes resistances: +6% nature Changes damage: +4% nature / +3% arcane Talent cooldown: Clinch ((+0(+2) turn) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful iron gauntlets (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 (-7) Changes stats: +0(-4) Con Talent cooldown: Clinch ((+0(+2) turn) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() This item will automatically be transmogrified when you leave the level. polar 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 (-6) Damage (Melee): 8 cold Changes stats: +0(-4) Con Changes resistances: +7% cold Changes damage: +5% cold Talent cooldown: Clinch ((+0(+2) turn) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 (-6) Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 17 arcane resource burn Changes stats: +3 Dex / +0(-4) Con Talent cooldown: Clinch ((+0(+2) turn) Spell save: +9 (+2 eff.) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-7) Defense: +8 (+6 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 0(-8) blight Changes stats: +6 Cun / +8(+6) Wil Changes resistances penetration: +0%(-10%) blight Talent mastery: +0.20 Cursed / Fears Spell save: +0 (+0 eff.) (-30 (-8 eff.)) Fear immunity: +60% Maximum vim: +0.00 (-30.00) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +16 (+8 eff.) Infravision radius: +0 (-2) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 11%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() grounding iron helm of strength (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-4) Fatigue: +5% (+1%) Damage when hit (Melee): 0(-8) blight Changes stats: +2 Str / +0(-2) Wil Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +0%(-10%) blight Spell save: +0 (+0 eff.) (-30 (-8 eff.)) Maximum vim: +0.00 (-30.00) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Infravision radius: +0 (-2) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm 'Urinarilar' (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 (-3) Fatigue: +4% (-) Damage when hit (Melee): 0(-8) blight Changes stats: +3 Cun / +2(-) Wil Changes resistances: +5% cold / +7% fire Changes resistances penetration: +0%(-10%) blight Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Spell save: +0 (+0 eff.) (-30 (-8 eff.)) Maximum vim: +0.00 (-30.00) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +3 Infravision radius: +0 (-2) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+6 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+6 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() Powered 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) darkness / 0(-8) nature Changes resistances: +0%(-9%) darkness Changes resistances penetration: +0%(-15%) nature / +0%(-10%) darkness Changes damage: +0%(-3%) nature / +0%(-9%) darkness Physical save: +6 (+2 eff.) (-2 (+0 eff.)) Light radius: +2 (-1) Healing mod.: +12% (-4%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage when hit (Melee): 0(-4) darkness / 0(-8) nature Changes resistances: +30% light / +0%(-9%) darkness Changes resistances penetration: +0%(-15%) nature / +0%(-10%) darkness Changes damage: +0%(-9%) darkness / +10% light / +0%(-3%) nature Physical save: +0 (+0 eff.) (-8 (-2 eff.)) Light radius: +4 (+1) Healing mod.: +10% (-6%) It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-2) Str / +0(-6) Dex / +0(-3) Mag / +0(-7) Cun Changes resistances: +0%(-6%) acid Changes damage: +4% blight Movement speed: +0% (-10%) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-2) Str / +0(-6) Dex / +0(-3) Mag / +5 Wil / +0(-7) Cun Changes resistances: +0%(-6%) acid Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) Movement speed: +0% (-10%) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig 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 7 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Lisowyn the dwarven-steel torque of clear mind [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: +0(-2) Str / +0(-6) Dex / +0(-3) Mag / +0(-7) Cun Changes resistances: +6% blight / +3% temporal / +0%(-6%) acid Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +2 Silence Only die when reaching: -60.00 life Movement speed: +0% (-10%) When carried: Talent granted: +0(+-1) Dig It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() dwarven-steel torque of thermal psionic shield [power 69] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-2) Str / +0(-6) Dex / +0(-3) Mag / +0(-7) Cun Changes resistances: +0%(-6%) acid Movement speed: +0% (-10%) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 69 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quick elm totem of thorny skin [power 14] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-2) Str / +0(-6) Dex / +0(-3) Mag / +0(-7) Cun Changes resistances: +0%(-6%) acid Movement speed: +0% (-10%) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 14 and armour hardiness by 30%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ihki the Dwarf Berserker level 16
35th Dearth 122nd year of Ascendancy at 09:19 see stats
By Ihki the Dwarf Berserker level 13
11st Wealth 122nd year of Ascendancy at 21:53 see stats
By Ihki the Dwarf Berserker level 16
40th Dearth 122nd year of Ascendancy at 19:13 see stats
By Ihki the Dwarf Berserker level 20
21st Shortage 122nd year of Ascendancy at 05:09 see stats
By Ihki the Dwarf Berserker level 10
6th Profit 122nd year of Ascendancy at 23:21 see stats
By Ihki the Dwarf Berserker level 20
4th Shortage 122nd year of Ascendancy at 17:48 see stats
By Ihki the Dwarf Berserker level 21
22nd Shortage 122nd year of Ascendancy at 09:28 see stats
By Ihki the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 11:47 see stats
By Ihki the Dwarf Berserker level 24
3rd Iron 123rd year of Ascendancy at 15:49 see stats
By Ihki the Dwarf Berserker level 9
2nd Profit 122nd year of Ascendancy at 04:41 see stats
By Ihki the Dwarf Berserker level 19
14th Loss 122nd year of Ascendancy at 15:58 see stats
By Ihki the Dwarf Berserker level 18
3rd Loss 122nd year of Ascendancy at 06:35 see stats
By Ihki the Dwarf Berserker level 24
3rd Iron 123rd year of Ascendancy at 13:43 see stats
Log
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Ihki uses Stunning Blow.
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Ihki hits Corrupted plasmic disruptor for 290 light damage.
Ihki hits Corrupted plasmic disruptor for 2 lightning damage.
Ihki hits Corrupted protoplasmic controller for 4 lightning damage.
Ihki killed Corrupted plasmic disruptor!
Ihki is invigorated by the attack!
Ihki is unstoppable!
Corrupted protoplasmic controller's Acidfire cloud hits Ihki for (29 refused), 0 acid (0 total damage).
Ihki is invigorated by the attack!
Ihki resists the teleport!
Ihki is unstoppable!
Neriba the corrupted plasmic disruptor's spatial tether hits Ihki for (29 refused), 0 temporal, (29 refused), 0 physical (0 total damage).
Corrupted protoplasmic controller misses Ihki.
Neriba the corrupted plasmic disruptor casts Seal Fate.
Corrupted plasmic disruptor misses Ihki.
Corrupted protoplasmic controller misses Ihki.
Corrupted protoplasmic controller is weakened by the darkness!
Corrupted protoplasmic controller resists the mind attack!
Ihki hits Corrupted protoplasmic controller for 17 lightning, 9 nature, 8 blight, 4 mind, 5 darkness (43 total damage).
Talent Infusion: Healing is ready to use.
Ihki receives 61 healing from Unstoppable.
You can feel tremors in the tentacle.. A gastric wave is coming!
You escaped the tentacle!
You may not change level so soon after a kill (3 game turns left to wait)!
Ihki uses Relentless Fury.
Ihki is invigorated by the attack!
Saving game...