











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Swordsmaster |
| Level / Exp | 26 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Famiil the thalore at level 15 on the 31st Dusk 122nd year of Ascendancy at 06:07 5 / 1 |
Primary Stats
| Strength | 55 (base 40) |
| Dexterity | 74 (base 57) |
| Constitution | 35 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 32 (base 23) |
Resources
| Life | 215/971 |
| Psi | 101/101 |
| Stamina | 69/182 |
| Equilibrium | 40 |
| Healing Factor | 1.3516660017319 |
| Regeneration | 24.864538924045 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +90.14318904792% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 53 |
| Crit Chance | 26% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1.6666666666667 |
| Crit Chance | 16% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Nature | +12% |
| Lightning | +12% |
| Acid | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +39% |
| Darkness | +34% |
| Light | +34% |
| All | +19% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 44 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 38%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 33%( 70%) |
| Fire | + 33%( 70%) |
| Mind | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 39% |
| Poison Resistance | 42% |
| Disarm Resistance | 50% |
| Teleport Resistance | 20% |
| Silence Resistance | 40% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Swordsmanship | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Intrepid | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Footwork | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Spring Attack |
| talent | Trained Reactions |
| talent | Skate |
| beneficial effect | You are regenerating 2.11 stamina each turn until you leave combat. Determination |
| detrimental effect | The target is being distracted by a hallucination, reducing all damage dealt to non-hallucinations targets by 36%. Hideous Visions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 100%. Exhaustion |
| beneficial effect | Target has +38 defense, +50% resistance to stuns, +100% resistance to pins, and takes 25% less direct damage Moving Target |
| detrimental effect | The target is being driven mad by the void, taking 21.49 darkness damage per turn and reducing all powers by 11. Dark Whispers |
| detrimental effect | Using Lightspeed Draw will cost the target 40 stamina Lightspeed Fatigue |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' 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 red crystal shard. * You've found the needed giant spider spinneret. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tempestbait the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Damage when hit (Melee): 8 lightning Changes stats: +3 Mag Changes resistances penetration: +20% mind Maximum encumbrance: +22 Physical save: +7 (+2 eff.) Silence immunity: +20% Confusion immunity: +29% Stun/Freeze immunity: +22% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Light source | Yvileth the dwarven lanternInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +13 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +3% acid / +3% light / +5% arcane / +6% mind / +3% all Changes resistances penetration: +11% all Physical save: +16 (+5 eff.) Spell save: +37 (+12 eff.) Mental save: +16 (+8 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Glida (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Cun / +4 Con Changes resistances: +6% blight / +9% temporal Critical mult.: +20.00% Mindpower: +10 (+5 eff.) A cap made of leather. |
| On hands | corrosive hardened leather gloves of war-making (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Damage (Melee): 6 acid Changes resistances: +8% acid Changes damage: +5% acid Critical mult.: +5.00% Spell crit. chance: +7% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 125% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Belana the Umbrapanic (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex / +2 Cun Changes resistances penetration: +15% darkness Changes damage: +3% darkness Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Shinebait the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% cold Changes resistances penetration: +15% light Physical save: +12 (+4 eff.) Stun/Freeze immunity: +31% Life regen: +1.00 Stamina each turn: +3.00 Light radius: +2 Rings make your fingers look great! |
| On fingers | IslevenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Cun / +6 Dex Stun/Freeze immunity: +28% Life regen: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
| Around neck | XerelleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Str / +4 Mag / +1 Con / +6 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
| In main hand | Kydur (154% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str / +11 Wil / +11 Con Changes resistances: +3% blight Changes resistances penetration: +8% all Disease immunity: +15% Disarm immunity: +50% Maximum life: +59.00 Infravision radius: +1 Sharp, long, and deadly. It was changed by the digestive sack. |
| Around waist | UlfefangInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% mind Reduces incoming crit damage: 15.00% Spell save: +15 (+5 eff.) Silence immunity: +20% Confusion immunity: +10% Teleport immunity: +20% Maximum life: +54.00 A belt that goes around your waist. |
| In off hand | steel longsword 'Arcgrind' (110% power, 3 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +25% acid / +10% cold / +11% lightning / +10% fire / +5% arcane / +4% all Changes damage: +12% lightning Physical save: +12 (+4 eff.) Spell save: +7 (+2 eff.) Pinning immunity: +20% Life regen: +4.00 Sharp, long, and deadly. |
| Cloak | Layymita (32 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+4 eff.) Defense: +32 (+8 eff.) Changes stats: +3 Str / +3 Con Critical mult.: +15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +10% blight / +15% all Changes damage: +12% nature Poison immunity: +42% Disease immunity: +20% Life regen: +2.40 Maximum life: +83.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 156; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease 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 nature talent. |
wild infusion of the titan (res 23%; mental; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Radiancequell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +10% mind / +3% light Changes resistances penetration: +5% cold Changes damage: +3% light / +9% cold Confusion immunity: +21% Amulets make your neck look great! |
Eloldayada the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex Changes resistances: +3% acid / +22% fire Changes damage: +11% fire Knockback immunity: +20% Rings make your fingers look great! |
painweaver's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +5% all Life regen: +5.00 Maximum life: +46.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+4 eff.) Healing mod.: +11% Rings make your fingers look great! |
rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Nimbusquake the steel longsword (119% power, 3 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage against: +11% Unnatural When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances penetration: +10% lightning Changes damage: +6% lightning Disarm immunity: +25% Sharp, long, and deadly. |
steel longsword of amnesia (105% power, 3 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
truestriking iron longsword of massacre (118% power, 2 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 119% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, long, and deadly. |
GlitterstunCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Mag Reduces incoming crit damage: 5.00% Spell save: +7 (+2 eff.) Light radius: +1 Infravision radius: +3 See invisible: +15 Size category: +1 A belt that goes around your waist. |
SnowwardInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% nature / +20% cold Changes damage: +6% cold Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
Unrydohad the SerpentburstInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Dex / +2 Mag / +1 Cun Changes damage: +6% nature Reduces incoming crit damage: 15.00% Maximum life: +31.00 Light radius: +3 A belt that goes around your waist. |
Amyleg the linen cloak (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Armour: +4 Defense: +7 (+2 eff.) Changes stats: +1 Dex Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +5% blight / +11% all Life regen: +3.00 Mana each turn: +0.10 Psi each turn: +0.13 Maximum life: +55.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aniruikan the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 acid Changes stats: +2 Str / +4 Con Changes resistances: +6% darkness Mental save: +12 (+6 eff.) Disarm immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.3 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Chillsun (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +30 (+10 eff.) Armour: +3 Changes stats: +4 Cun / +3 Con Changes resistances: +3% physical Changes resistances penetration: +5% cold Physical save: +23 (+8 eff.) Mental save: +13 (+7 eff.) A pair of boots made of leather. |
Drykath the pair of iron boots (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +15 (+4 eff.) Fatigue: +2% Damage when hit (Melee): 4 arcane Changes stats: +1 Str Changes resistances: +5% arcane Stamina each turn: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xewen the Flamespire (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Damage when hit (Melee): 2 fire Changes stats: +3 Mag / +1 Con Changes resistances: +3% fire Changes resistances penetration: +5% lightning Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Toldil' (5 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +1 Con / +2 Mag Changes resistances: +8% lightning / +8% temporal Critical mult.: +10.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Dourflash' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +3 Cun / +1 Str Stamina each turn: +1.00 Movement speed: +25% A pair of boots made of leather. |
Fogmalice (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +27 (+9 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 nature Damage when hit (Melee): 6 darkness Changes stats: +6 Str Changes resistances: +6% nature Changes damage: +5% nature When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Moldkarma the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +1 Str Changes damage: +6% fire Physical save: +8 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +21% Stamina each turn: +3.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Amulathabar (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% blight / +6% nature / +3% darkness Silence immunity: +20% Life regen: +2.00 Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Dairemas the rough leather cap (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Wil / +7 Con Changes resistances: +6% nature / +7% blight A cap made of leather. |
Forestravager (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 14% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% light / +10% nature / +10% darkness Changes damage: +3% light Mindpower: +4 (+2 eff.) A cap made of leather. |
Icepeal the linen wizard hat (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +3 Mag Changes resistances penetration: +5% cold Changes damage: +6% physical Reduces incoming crit damage: 15.00% Spell save: +7 (+2 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
Shockmark (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +1 Con Changes resistances: +2% physical Changes resistances penetration: +5% lightning Changes damage: +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Frostknight' (15 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+4 eff.) Fatigue: +1% Damage when hit (Melee): 2 cold Changes resistances: +6% nature / +6% cold Changes damage: +3% physical Allows you to breathe in: water A cap made of leather. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Critical mult.: +10.00% Life regen: +3.20 Maximum life: +34.00 Healing mod.: +12% A suit of armour made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
248 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. |
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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Dairasus the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +3 Str / +1 Dex / +3 Con Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sootstone (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +30 (+7 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +3 Str Changes resistances: +12% blight Mental save: +6 (+3 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 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. |
Chamylathahell the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Mag Changes damage: +3% arcane Mana each turn: +0.08 Spellpower: +10 (+3 eff.) Light radius: +5 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. |
MayadannInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% cold Changes damage: +12% physical Mental save: +6 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 Maximum stamina: +30.00 Light radius: +3 See stealth: +5 See invisible: +8 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. |
Plaguequench the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+7 eff.) Armour: +2 Changes stats: +1 Dex Changes resistances: +6% nature / +1% physical Changes damage: +3% physical Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbramortal the alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +5 Str / +8 Mag / +5 Con Changes resistances: +5% arcane Spellpower: +8 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ce'Newe [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +4.0% Armour: +4 Changes damage: +3% physical Stamina each turn: +1.00 Infravision radius: +1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By testmaster the Cornac Swordsmaster level 25
67th Dusk 122nd year of Ascendancy at 01:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By testmaster the Cornac Swordsmaster level 26
68th Dusk 122nd year of Ascendancy at 02:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By testmaster the Cornac Swordsmaster level 10
3rd Mirth 122nd year of Ascendancy at 08:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By testmaster the Cornac Swordsmaster level 20
51st Dusk 122nd year of Ascendancy at 18:20 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By testmaster the Cornac Swordsmaster level 18
45th Dusk 122nd year of Ascendancy at 02:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By testmaster the Cornac Swordsmaster level 7
77th Pyre 122nd year of Ascendancy at 16:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By testmaster the Cornac Swordsmaster level 7
79th Pyre 122nd year of Ascendancy at 05:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By testmaster the Cornac Swordsmaster level 23
65th Dusk 122nd year of Ascendancy at 05:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By testmaster the Cornac Swordsmaster level 18
38th Dusk 122nd year of Ascendancy at 11:45 see stats
Log
Elven corruptor's dazing lightning area effect hits Betolaith the elven guard for 90 lightning damage.
Betolaith the elven guard is dazed!
Testmaster's whispers fade.
Talent Nature's Touch is ready to use.
Talent Heartseeker is ready to use.
Betolaith the elven guard uses Evasion.
Betolaith the elven guard tries to evade attacks.
Testmaster is haunted by the void!
Elven guard's morale has been lowered.
Testmaster uses Nature's Touch.
testmaster receives 173 healing.
Elven corruptor's dazing lightning area effect hits Elven guard for (90 absorbed), 0 lightning (0 total damage).
Elven corruptor's dazing lightning area effect hits Elven guard for (104 absorbed), 0 lightning (0 total damage).
Elven guard shrugs off Something's 'Dazed'!
Talent Tumble is ready to use.
Dark Whispers from Betolaith the elven guard hits testmaster for 11 darkness damage.
Elven corruptor's dazing lightning area effect hits Elven guard for (104 absorbed), 0 lightning (0 total damage).
Testmaster uses Tumble.
Talent Unfetter is ready to use.
Talent Infusion: Movement is ready to use.
Dark Whispers from Betolaith the elven guard hits testmaster for 12 darkness damage.
Void skitterer uses Dimensional Skitter.
Melee retaliation hits Void skitterer for 9 lightning, 6 physical, 2 mind (17 total damage).
Void skitterer hits testmaster for 36 temporal damage.
Void skitterer's morale has been lowered.
Hallucination's morale has been lowered.

































































































