










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Class: Martyr 1.6.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Martyr |
| Level / Exp | 23 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Salri at level 22 on the 28th Haze 122nd year of Ascendancy at 17:01 / 2Killed by Sandworm Queen at level 23 on the 29th Haze 122nd year of Ascendancy at 14:23 |
Primary Stats
| Strength | 57 (base 51) |
| Dexterity | 18 (base 12) |
| Constitution | 37.538327623384 (base 36) |
| Magic | 14 (base 10) |
| Willpower | 27 (base 15) |
| Cunning | 23 (base 13) |
Resources
| Life | -23/896 |
| Insanity | 95/100 |
| Steam | 100/100 |
| Healing Factor | 1.4490354837495 |
| Regeneration | 111.57337204609 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 48 |
| Crit Chance | 22% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Cold | +7% |
| All | +0% |
Offense: Damage Penetration
| Cold | +25% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 28.917885922679 (93.924050632911%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 14 |
| Physical Save | 29 |
| Spell Save | 16 |
| Mental Save | 24 |
Defense: Resistances
| Physical | 19%( 70%) |
| Darkness | 24%( 70%) |
| Nature | 27%( 70%) |
| Fire | 10%( 70%) |
| Mind | 10%( 70%) |
| Arcane | 12%( 70%) |
| Cold | 30%( 70%) |
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 51% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 51% |
Inscriptions (4/4)
| 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 367 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 535% 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 Constitution stat. |
Class Talents
| Demented / Chivalry | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Demented / Standard-Bearer | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beinagrind Whispers | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Vagabond | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Unsettling Words | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Polarity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | You see the world as it should be. Insane |
| detrimental effect | Huge cut that bleeds, doing 62.12 physical damage per turn. Bleeding |
| beneficial effect | A light of life shines upon the target, regenerating 69.55 life per turn. Guided to Healing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 13.02 blight damage per turn. Rotting Disease |
| detrimental effect | Terrified of the horror duo attacking them reducing defense and spell save by 19. Terrible Sight |
| detrimental effect | The target has been splashed with acid, taking 8.85 acid damage per turn, reducing armour by 16 and attack by 14. Acid Splash |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 |
Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glorutta (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+10 eff.) Fatigue: -5% Changes resistances: +3% nature / +5% arcane Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Maximum life: +60.00 A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
| On head | Glitha the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Wil / +3 Cun / +2 Con Changes resistances: +1% physical Maximum stamina: +10.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
| On fingers | psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% physical Changes damage: +11% physical Mental save: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | Polakira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +1% physical Spell save: +12 (+8 eff.) Only die when reaching: -20.00 life Maximum life: +31.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In main hand | Poxvortex the dwarven-steel battleaxe (44-66 power, 14 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +18.5% Attack speed: 100% Damage (Melee): +16 nature / +20 mind When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances penetration: +25% cold Massive two-handed battleaxes. |
| On hands | Emata (0 def, 9 armour) Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 5 physical / 8 cold Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +7% cold Changes damage: +7% cold / +6% physical Talent granted: +3 Iron Grip Reduces incoming crit damage: 10.00% Disarm immunity: +80% Life regen: +3.20 Stamina each turn: +0.60 Psi each turn: +0.16 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +9 ice / +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | linen cloak &039; (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Dex / +1 Con Changes resistances: +3% mind / +3% fire Reduces incoming crit damage: 5.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Inventory
movement infusion of the sneak (speed 594%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+9 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+15 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
ShimmerparryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind / +6% light Changes resistances penetration: +20% lightning Changes damage: +3% lightning Confusion immunity: +20% Equilibrium when hit: +0.12 Maximum psi: +20.00 Mindpower: +15 (+8 eff.) Amulets can have magical properties. |
Stokesin the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +6 Fatigue: -5% Changes stats: +1 Str / +4 Dex / +3 Cun / +4 Con Changes resistances: +3% fire Changes resistances penetration: +10% light Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Umbraspitter the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 physical Changes stats: +3 Con Changes resistances: +6% darkness Only die when reaching: -80.00 life Amulets can have magical properties. |
copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% acid / +10% light / +11% darkness Changes resistances penetration: +5% fire Blindness immunity: +25% Knockback immunity: +10% Only die when reaching: -60.00 life Amulets can have magical properties. |
LayorabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str / +3 Dex Changes resistances: +6% light Changes resistances penetration: +25% acid Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
Loamgasher the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +15 (+15 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +2 Str / +4 Wil Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +22.00 See invisible: +3 Rings can have magical properties. |
Maroddarand the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Changes stats: +2 Wil Changes resistances: +28% lightning Changes resistances penetration: +10% physical Changes damage: +14% lightning / +6% mind Physical save: +15 (+7 eff.) Maximum psi: +20.00 Rings can have magical properties. |
Newly picked upsneakthief& Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
Newly picked upsolipsist& Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% mind Changes damage: +12% mind Mindpower: +7 (+4 eff.) Rings can have magical properties. |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of amnesia (35-52.5 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
iron dagger &039; (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living When wielded/worn: Armour: +10 Changes resistances: +5% arcane Mental save: +6 (+3 eff.) Pinning immunity: +10% Only die when reaching: -40.00 life Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of sand (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 physical Changes resistances: +10% physical Changes resistances penetration: +9% physical Changes damage: +6% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.yew magestaff of wizardry (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 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% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +1 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +13 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel steamsaw of massacre (29-43.5 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 29.0 - 43.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +51 On weapon crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Isluriamira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +5 (+5 eff.) Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Changes damage: +9% acid Stamina each turn: +3.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zubata the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Wil / +5 Cun / +6 Lck Changes resistances penetration: +15% arcane Changes damage: +6% arcane Reduces incoming crit damage: 10.00% Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 See invisible: +3 A belt that goes around your waist. |
hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+8 eff.) Changes stats: +4 Wil Physical save: +16 (+8 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+10 eff.) A belt that goes around your waist. |
nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +7% light / +6% darkness Spell save: +7 (+5 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil / +3 Cun Changes resistances: +1% physical Changes damage: +3% physical Damage against: +18% Summoned Reduced damage from: +16% Summoned Critical mult.: +15.00% Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
Brandcut (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 fire Changes stats: +2 Con / +3 Wil Changes resistances: +3% acid / +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloomnaught the linen cloak (1 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +3% acid Changes resistances penetration: +10% darkness Changes damage: +3% darkness Blindness immunity: +10% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+10 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+7 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Alelafast (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex / +3 Wil / +4 Cun / +4 Con Physical save: +13 (+6 eff.) Mental save: +14 (+7 eff.) See invisible: +12 A pair of boots made of leather. |
pair of iron boots &039; (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes resistances: +3% cold / +12% fire Silence immunity: +20% Disarm immunity: +10% Confusion immunity: +22% Stun/Freeze immunity: +24% Teleport immunity: +20% Life regen: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Hellpierce the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 11% chance to reduce all saves and defense by 19 * 20 arcane resource burn Damage (Melee): 12 mind / 13 darkness Changes resistances: +9% acid / +6% fire / +6% light / +3% cold Mental save: -14 (-9 eff.) Disarm immunity: +0% Mindpower: +4 (+2 eff.) When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 1). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armyrekhad (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +10 Cun / +5 Wil Changes resistances: +19% acid Changes damage: +13% acid / +6% mind Mental save: +6 (+3 eff.) Mindpower: +29 (+14 eff.) A pointy cloth hat, very wizardly... |
Emanne the Floefear (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 cold Changes stats: +3 Str / +3 Con Changes resistances: +3% temporal Changes damage: +3% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zeraneg the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +13 Fatigue: +22% Changes stats: +1 Str / +1 Dex / +4 Wil / +5 Cun Changes resistances: +6% arcane / +22% fire Critical mult.: +10.00% Spell save: +10 (+7 eff.) Mental save: +15 (+8 eff.) A suit of armour made of metal plates. |
stralite shield &039; (0 def, 15 armour, 208 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Physical crit. chance: +2.0% Armour: +15 Fatigue: +8% Damage (Melee): 9 fire Damage when hit (Melee): 6 fire On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Changes resistances penetration: +10% arcane Talent granted: +1 Block Spell save: +3 (+3 eff.) Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Handheld deflection devices. |
3 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. |
109 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) 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 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal& |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DawnpyreInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Changes resistances: +5% arcane Changes resistances penetration: +15% light / +5% blight Maximum life: +42.00 Light radius: +3 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. |
PitchmightInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes damage: +3% darkness Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Light radius: +5 See invisible: +6 Healing mod.: +10% 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. |
brass lantern &039;Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +5 (+5 eff.) Changes stats: +2 Str Changes damage: +3% physical Light radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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&039;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&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Blazearc the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% mind / +15% cold Changes damage: +3% light / +18% mind It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Duvadar the voratun torque of mindblast [power 375] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +1 Dex Changes resistances: +3% physical It can be used to blast the opponent&LASTORCHID* Increase all damage penetration by 14% for 2 turns. * Gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Salayara the yew totem of thorny skin [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes stats: +3 Dex Changes resistances: +12% blight Changes damage: +3% acid Reduces incoming crit damage: 10.00% It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
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 Salri the Ogre Martyr level 10
1st Summertide 122nd year of Ascendancy at 15:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Salri the Ogre Martyr level 22
28th Haze 122nd year of Ascendancy at 08:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Salri the Ogre Martyr level 10
5th Mirth 122nd year of Ascendancy at 12:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Salri the Ogre Martyr level 20
58th Dusk 122nd year of Ascendancy at 21:09 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Salri the Ogre Martyr level 15
25th Dusk 122nd year of Ascendancy at 11:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Salri the Ogre Martyr level 6
1st Mirth 122nd year of Ascendancy at 10:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Salri the Ogre Martyr level 10
7th Flare 122nd year of Ascendancy at 02:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Salri the Ogre Martyr level 22
28th Haze 122nd year of Ascendancy at 22:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Salri the Ogre Martyr level 16
36th Dusk 122nd year of Ascendancy at 07:20 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Salri the Ogre Martyr level 22
28th Haze 122nd year of Ascendancy at 17:01 see stats
Log
Red ooze hits Salri for (1 flat reduction), 0 fire (0 total damage).
Corrupted gigantic corrosive tunneler casts Diseased Tongue.
Salri is afflicted by a rotting disease!
Corrupted gigantic corrosive tunneler hits Salri for (2 flat reduction), 81 darkness (81 total damage).
Sandworm Queen shoves Red ooze aside.
Worm that walks (servant of corrupted gigantic corrosive tunneler) hits Salri for (2 flat reduction), 0 physical, (1 flat reduction), 0 physical (0 total damage).
A guiding light appears!
Salri is healing in the light.
Talent Dig is ready to use.
Talent Unnerve is ready to use.
Talent Symbolic Defiance is ready to use.
Salri receives 4 healing.
Rotting Disease from Corrupted gigantic corrosive tunneler hits Salri for (2 flat reduction), 14 blight (14 total damage).
Bleeding from Corrupted gigantic corrosive tunneler hits Salri for (2 flat reduction), 66 physical (66 total damage).
Acid Splash from Corrupted gigantic corrosive tunneler hits Salri for (2 flat reduction), 9 acid (9 total damage).
Salri hits Worm that walks (servant of corrupted gigantic corrosive tunneler) for 97 physical damage.
Salri killed Worm that walks (servant of corrupted gigantic corrosive tunneler)!
Salri HEALS from nature damage!
Corrupted gigantic corrosive tunneler hits Salri for (2 flat reduction), 64 physical, (2 flat reduction), 8 darkness, (2 flat reduction), 58 physical, (2 flat reduction), 7 nature, 3 healing (136 total damage) [3 healing].
3-headed hydra hits Salri for (0 flat reduction), 0 physical (0 total damage).
Sandworm Queen envelops Salri with poison.
Sandworm Queen hits Salri for (2 flat reduction), 25 nature (25 total damage).
Salri the level 23 ogre martyr was slimed to death by Sandworm Queen and swallowed whole on level 4 of Sandworm lair.
Salri stops healing.
Salri is free from the acid.
Salri is not stunned anymore.
Salri stops bleeding.
Salri deactivates Chant of Fortitude.
Salri is free from the rotting disease.




















































































