Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 24 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Lisagalle the drem at level 24 on the 11st Regrowth 123rd year of Ascendancy at 15:40 / 1 |
Primary Stats
| Strength | 78 (base 52) |
| Dexterity | 24 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 51 (base 49) |
| Willpower | 23 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -79/716 |
| Mana | 183/183 |
| Stamina | 185/202 |
| Positive | 1/69 |
| Healing Factor | 1.11 |
| Regeneration | 0.27750000000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.892979088618% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 53 |
| Crit Chance | 19% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36.5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.85 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.24 (76.629213483146%) |
| Defense | 27.25 |
| Ranged Defense | 33.25 |
| Fatigue | 44 |
| Physical Save | 52.658081179706 |
| Spell Save | 53.408081179706 |
| Mental Save | 37.0125 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 0% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Silence Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Shield of Light |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 7% and slowing it by -4% Overwhelming Fear |
| beneficial effect | Reduces fire damage received by 15%. Premonition Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 24.34 physical damage per turn. Bleeding |
| detrimental effect | The target is poisoned, taking 166.78 nature damage per turn. Poison |
| beneficial effect | Increases global action speed by 29%. Speed |
| detrimental effect | The target is on fire, taking 5.73 fire damage per turn. Burning |
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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Scumjustice' (0 def, 3 armour) pair of hardened leather boots 'Scumjustice' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +3 Fatigue: +3% Changes resistances: +2% physical Changes resistances penetration: +5% nature Physical save: +11 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+5 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life A pair of boots made of leather. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | voratun helm 'Barain' (0 def, 5 armour) voratun helm 'Barain' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +8 Dex / +4 Con Changes resistances: +22% darkness Changes resistances penetration: +5% blight Spell save: +20 (+7 eff.) Mana each turn: +0.16 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Infravision radius: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Daimikan' (0 def, 1 armour) rough leather gloves 'Daimikan' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 lightning Damage when hit (Melee): 12 physical Changes resistances: +6% lightning Changes damage: +4% lightning Spell save: +3 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Radiancekin' (dig speed 15 turns) dwarven-steel pickaxe 'Radiancekin' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire Changes resistances penetration: +5% light Mental save: +25 (+9 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gith the steel ring Gith the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Cun / +5 Dex Changes resistances: +6% mind Rings can have magical properties. |
| On fingers | Voretha VorethaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +8 Str / +6 Con Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Silence immunity: +15% Confusion immunity: +10% Rings can have magical properties. |
| Around neck | gold amulet 'Blazeclamor' gold amulet 'Blazeclamor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +8 (+4 eff.) Changes stats: +9 Lck Changes resistances: +3% mind / +9% fire Changes damage: +9% mind Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| In main hand | Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 227, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | voratun shield 'Xeremitira' (12 def, 3 armour, 70-84 power, 197 block) voratun shield 'Xeremitira' (12 def, 3 armour, 70-84 power, 197 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +197 On weapon hit: * 27% chance to daze When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 8 lightning Damage when hit (Melee): 11 lightning Changes stats: +1 Wil Changes damage: +6% mind Talent granted: +5 Block Critical mult.: +10.00% Handheld deflection devices. |
| Cloak | cashmere cloak 'Dairugrim' (2 def, 0 armour) cashmere cloak 'Dairugrim' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +6 Cun / +1 Con Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blindflash the steel plate armour (4 def, 9 armour) Blindflash the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +5 Str Changes resistances: +16% lightning / +6% physical / +18% darkness Changes resistances penetration: +5% darkness Maximum life: +20.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 153 for 5 turns) shielding rune of the titan (absorb 153 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cyrenne the steel amulet Cyrenne the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +15% light / +11% darkness Changes resistances penetration: +10% physical Changes damage: +3% acid Blindness immunity: +22% Amulets can have magical properties. |
Earohir the steel amulet Earohir the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 252 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Glowrune the steel ring Glowrune the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +10% mind Mental save: +6 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
Tempestblast the steel ring Tempestblast the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +9 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Dex / +4 Wil Maximum encumbrance: +20 Mental save: +8 (+4 eff.) Stamina each turn: +0.20 Spellpower: +5 (+2 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
mule's steel ring of arcana(+0.15/turn) mule's steel ring of arcana(+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Silence immunity: +21% Mana each turn: +0.15 Rings can have magical properties. |
Cyruldavea (43.5-65.25 power, 2 apr) Cyruldavea (43.5-65.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +1 Mag / +2 Con Disarm immunity: +28% Massive two-handed battleaxes. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
dwarven-steel battleaxe 'Barokalthogen' (31-46.5 power, 2 apr) dwarven-steel battleaxe 'Barokalthogen' (31-46.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 27% chance to cause random gloom Damage (Melee): +10 mind / +9 cold Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +3 Cun / +2 Wil Grants telepathy: Dragon See invisible: +12 Massive two-handed battleaxes. |
Glitterwhisper the dwarven-steel dagger (29-37.7 power, 7 apr) Glitterwhisper the dwarven-steel dagger (29-37.7 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13% chance to daze Damage (Melee): +8 fire Burst (radius 2) on crit: +4 fire Damage against: +9% Unnatural When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +5 Wil / +2 Cun / +1 Con Changes resistances penetration: +7% lightning / +10% light Light radius: +2 Sharp, short and deadly. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Rhifang the Duskvalor (19-24.7 power, 6 apr) Rhifang the Duskvalor (19-24.7 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Nature Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Melee): +5 cold When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 90.07 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Adethra (38.5-61.6 power, 2 apr) Adethra (38.5-61.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +14 lightning / +4 mind When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +6% mind / +21% acid Massive two-handed swords. |
Betera the steel greatsword (25-40 power, 2 apr) Betera the steel greatsword (25-40 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str Changes resistances penetration: +5% mind / +10% physical Changes damage: +22% physical Stamina when hit: +2.00 Maximum hate: +6.00 Massive two-handed swords. |
ash longbow 'Ragosin' ash longbow 'Ragosin'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +32% physical Changes damage: +18% physical Longbows are used to shoot arrows at your foes. |
stralite longsword 'Dawnobsidian' (33-46.2 power, 5 apr) stralite longsword 'Dawnobsidian' (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +28 blight When wielded/worn: Damage when hit (Melee): 8 blight / 12 light Changes resistances penetration: +15% acid / +15% light / +15% fire / +15% lightning / +15% cold Sharp, long, and deadly. |
Glorybeth (22.5-31.5 power, 3 apr) Glorybeth (22.5-31.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +6 light Damage against: +5% Undead When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% physical Healing mod.: +10% Blunt and deadly. |
vined mindstar 'Gloratha' (5-5.5 power, 18 apr, mind damage) vined mindstar 'Gloratha' (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 blight When wielded/worn: Damage when hit (Melee): 5 mind / 7 darkness Changes damage: +2% acid / +6% mind / +6% darkness Equilibrium when hit: +0.80 Spellpower: +2 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Infernosnake the cured leather sling Infernosnake the cured leather slingRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 20% chance to disease Damage (Ranged): +7 fire When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str / +2 Dex Changes resistances penetration: +5% fire Changes damage: +12% fire Slings are used to hurl stones or metal shots at your foes. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+5 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, light element)yew starstaff (20-24 power, 4 apr, light element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Chargewhisper' (13.5-18.9 power, 3 apr) steel waraxe 'Chargewhisper' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13% chance to cause random gloom * Slows global speed by 5% * leeches stamina from the target Damage (Melee): +4 lightning / +7 temporal / +5 mind / +7 nature When wielded/worn: Damage when hit (Melee): 7 nature slow Changes stats: +2 Cun / +2 Wil Changes resistances: +6% light / +3% temporal Spell save: +3 (+1 eff.) One-handed war axes. |
voratun waraxe 'Amynik' (40.5-56.7 power, 6 apr) voratun waraxe 'Amynik' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 13% chance to daze When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +9% cold Changes resistances penetration: +6% lightning Blindness immunity: +15% Stun/Freeze immunity: +5% Teleport immunity: +5% One-handed war axes. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
rough leather belt 'Duvakalthohek' rough leather belt 'Duvakalthohek'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Cut immunity: +20% Maximum life: +41.00 A belt that goes around your waist. |
Skyrage the woollen robe (0 def, 0 armour) Skyrage the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +16% acid / +11% physical / +15% cold / +3% lightning Changes damage: +11% acid / +11% physical / +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Tempestminister' (5 def, 5 armour) woollen robe 'Tempestminister' (5 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Changes stats: +15 Mag / +6 Wil Changes resistances: +8% light / +8% darkness Changes resistances penetration: +8% temporal / +15% arcane / +7% physical Changes damage: +6% lightning / +11% physical / +10% light / +10% temporal Mana each turn: +0.19 Psi each turn: +0.16 Maximum life: +46.00 Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arafang the Spiderwarden (13 def, 4 armour) Arafang the Spiderwarden (13 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+6 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +3 Mag Changes resistances: +3% nature Spell save: +4 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+2 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 17 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.19 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dwarven-steel gauntlets 'Gotta' (0 def, 2 armour) dwarven-steel gauntlets 'Gotta' (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 20 mind / 18 darkness Changes stats: +3 Cun Changes resistances: +5% darkness Changes damage: +9% mind Mental save: -13 (-6 eff.) Life regen: +1.50 Stamina each turn: +0.50 Maximum stamina: +18.00 Mindpower: +5 (+2 eff.) Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Duvindur the hardened leather cap (0 def, 6 armour) Duvindur the hardened leather cap (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Armour: +6 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +7% blight / +8% darkness Physical save: +14 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +18 (+7 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Gunirach (2 def, 0 armour) Gunirach (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances: +40% darkness Changes damage: +27% darkness Critical mult.: +6.00% Teleport immunity: +15% Only die when reaching: -40.00 life Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Lisaremira the Pyrevenom (2 def, 4 armour) Lisaremira the Pyrevenom (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 fire Changes resistances: +17% lightning / +3% blight Life regen: +3.30 Stamina each turn: +0.60 Maximum life: +42.00 Healing mod.: +12% A suit of armour made of leather. |
Salyssra the steel plate armour (4 def, 9 armour) Salyssra the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% acid / +16% fire / +6% physical Physical save: +15 (+5 eff.) A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
agate 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. |
278 alchemist agate 278 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. |
onyx 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. |
7 aquamarine 7 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. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Stormwar' brass lantern 'Stormwar'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Light radius: +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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 114.62 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arurig [power 93] (6 cooldown) Arurig [power 93] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +1 Wil Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Spell save: +6 (+2 eff.) Spell crit. chance: +2% It can be used to fire a blast of psionic energies in a range 6 beam (dam 46-93), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 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. |
7 ametrine 7 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 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Sun Still Shines the Shalore Sun Paladin level 11
8th Dusk 122nd year of Ascendancy at 23:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By The Sun Still Shines the Shalore Sun Paladin level 21
2nd Regrowth 123rd year of Ascendancy at 23:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By The Sun Still Shines the Shalore Sun Paladin level 17
53rd Dusk 122nd year of Ascendancy at 03:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Sun Still Shines the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 09:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Sun Still Shines the Shalore Sun Paladin level 20
1st Wintertide 123rd year of Ascendancy at 13:48 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By The Sun Still Shines the Shalore Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 03:13 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By The Sun Still Shines the Shalore Sun Paladin level 19
53rd Haze 122nd year of Ascendancy at 14:33 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By The Sun Still Shines the Shalore Sun Paladin level 18
2nd Haze 122nd year of Ascendancy at 00:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By The Sun Still Shines the Shalore Sun Paladin level 23
6th Regrowth 123rd year of Ascendancy at 08:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Sun Still Shines the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 09:14 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Sun Still Shines the Shalore Sun Paladin level 18
43rd Haze 122nd year of Ascendancy at 13:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Sun Still Shines the Shalore Sun Paladin level 9
7th Mirth 122nd year of Ascendancy at 11:57 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By The Sun Still Shines the Shalore Sun Paladin level 21
2nd Regrowth 123rd year of Ascendancy at 08:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Sun Still Shines the Shalore Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 08:14 see stats
Log
Black jelly absorbs part of the blow. Xeromira the white ooze is closer to nature.
The Sun Still Shines receives 9 healing from Shield of Light.
The Sun Still Shines hits Black jelly for 4 lightning, 4 physical, 6 light, 1 blight, 1 darkness (17 total damage).
Black jelly hits The Sun Still Shines for 2 acid damage.
Lisagalle the drem is not dazed anymore.
The Sun Still Shines feels pain again.
The Sun Still Shines has finished recovering.
The Sun Still Shines is not stunned anymore.
Talent Shield Slam is ready to use.
Talent Wave of Power is ready to use.
Talent Dig is ready to use.
Lisagalle the drem damages himself through Martyrdom!
Shield of Light hits The Sun Still Shines for 9 healing, 9 healing (0 total damage) [19 healing].
Bleeding from Lisagalle the drem hits The Sun Still Shines for 3 physical damage.
Burning from Lisagalle the drem hits The Sun Still Shines for 1 fire damage.
Poison from Polada the cutpurse hits The Sun Still Shines for 146 nature damage.
The Sun Still Shines hits Lisagalle the drem for 0 physical, 0 fire (0 total damage).
Lisagalle the drem is not stunned anymore.
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse is invigorated by the attack!
Polada the cutpurse shares damage with his oozes!
Polada the cutpurse hits The Sun Still Shines for 70 nature, 52 mind (122 total damage).
The Sun Still Shines hits Polada the cutpurse for 3 lightning, 3 physical, 4 light, 1 blight, 1 darkness, 3 lightning, 3 physical, 3 light, 1 blight, 1 darkness (23 total damage).
Saving game...
