Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.2 |
| Addons | Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 34 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 72nd Regrowth 123rd year of Ascendancy at 06:51 0 / 8Killed by armoured skeleton warrior at level 21 on the 54th Pyre 123rd year of Ascendancy at 07:15 Killed by Islesewe the elven tempest at level 26 on the 36th Dusk 123rd year of Ascendancy at 22:44 Killed by Islesewe the elven tempest at level 26 on the 37th Dusk 123rd year of Ascendancy at 00:35 Killed by orc pyromancer at level 29 on the 2nd Haze 123rd year of Ascendancy at 23:45 Killed by orc pyromancer at level 29 on the 3rd Haze 123rd year of Ascendancy at 02:28 Killed by orc high cryomancer at level 32 on the 32nd Haze 123rd year of Ascendancy at 13:36 Killed by Corrupted Oozemancer at level 34 on the 3rd Allure 124th year of Ascendancy at 16:16 |
Primary Stats
| Strength | 58.753085419101 (base 28) |
| Dexterity | 70.753085419101 (base 39) |
| Constitution | 31 (base 26) |
| Magic | 20 (base 14) |
| Willpower | 27 (base 10) |
| Cunning | 95 (base 61) |
Resources
| Life | -307/1000 |
| Positive | 0/129 |
| Stamina | 197/212 |
| Healing Factor | 1.161203837568 |
| Regeneration | 10.53834646767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +162.62976122938% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Barehand
| Damage | 151 |
| Accuracy | 64 |
| Crit Chance | 46% |
| APR | 45 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.633333333333 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +10% |
| All | +0% |
| Physical | -5% |
| Arcane | +9% |
| Nature | +20% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 20 (64.2%) |
| Defense | 47.960763791591 |
| Ranged Defense | 47.960763791591 |
| Fatigue | 0 |
| Physical Save | 33.506282073643 |
| Spell Save | 21.5244921253 |
| Mental Save | 54.584681731913 |
Defense: Resistances
| Nature | -50%( 70%) |
| Physical | 11%( 70%) |
| Temporal | 18%( 70%) |
| Blight | 13%( 80%) |
| Arcane | 8%( 70%) |
| Fire | 6%( 70%) |
| All | 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Stun Resistance | 82% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5.0 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 96.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Chant of Fortress |
| talent | Striking Stance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | Increases global action speed by 78%. Reflexive Dodging |
| beneficial effect | Countering melee attacks: Has a 34% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
| detrimental effect | Nature resistance decreased by 54%. Natural Acid |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 17.16 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 5 and doing 17.16 blight damage per turn. Weakness Disease |
| beneficial effect | The target is recovering 7 life each turn and its healing modifier has been increased by 16%. Recovery |
| beneficial effect | Spin Fate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Xykira the stone troll. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed black mamba head. * You&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * You&WHITELIGHT_GREEN039;ve found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Wanderer& Wanderer&Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 2/18) : Effective talent level: 4.0 Power cost: 15 out of 2/18. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| On hands | Halp (0 def, 8 armour) Halp (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Physical power: +19 Armour: +8 Changes stats: +11 Str / +10 Dex / +2 Mag / +10 Cun Changes resistances: +5% arcane / +3% fire Changes damage: +9% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 Spell save: +6 Mental save: +13 Confusion immunity: +15% Pinning immunity: +10% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 50.5 - 70.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +34 Armour Penetration: +25 Physical crit. chance: +22.0% Attack speed: 70% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
| Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak& |
| On fingers | rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Stun/Freeze immunity: +28% Life regen: +0.80 Rings can have magical properties. |
| On fingers | gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
| Around neck | warmaker& warmaker&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Amulets can have magical properties. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 14.80 cold damage and 14.06 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| Cloak | Hettorolar the linen cloak (1 def, 0 armour) Hettorolar the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Mental save: +6 Defense after a teleport: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Neira& Neira&Powered 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 generate a personal shield, 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. |
Inventory
phase door rune of the wizard (range 6; power 19; dur 3) phase door rune of the wizard (range 6; power 19; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +11% light Blindness immunity: +21% Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), 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. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target&039;s a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon&039;s rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
serendipitous gold amulet of cunning (+10) serendipitous gold amulet of cunning (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 Defense: +9 Changes stats: +10 Lck / +4 Cun Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Con Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 Defense: +4 Changes stats: +2 Cun Spellpower: +5 Mindpower: +5 Rings can have magical properties. |
titan& titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
wizard& wizard&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% cold Changes damage: +10% cold Spell save: +6 Rings can have magical properties. |
stralite ring &039; stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% nature / +6% cold / +6% darkness / +6% blight Disarm immunity: +33% Pinning immunity: +28% Knockback immunity: +40% Maximum life: +26.00 Rings can have magical properties. |
warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +30% fire Changes damage: +15% fire Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 90% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 22 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Maximum life: +35.00 A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Changes resistances: +5% lightning / +6% temporal Spell save: +6 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 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 35% chance to completely evade them and granting you 40 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Erelethel the cashmere cloak (10 def, 0 armour) Erelethel the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +6 Defense: +10 Changes resistances: +1% physical Changes damage: +9% physical Physical save: +8 Life regen: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maleromidar the cashmere cloak (2 def, 0 armour) Maleromidar the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Defense: +2 Fatigue: -4% Changes resistances: +3% nature / +6% cold Poison immunity: +10% Confusion immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
enveloping cashmere cloak of Iron Throne (10 def, 0 armour) enveloping cashmere cloak of Iron Throne (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +1 Str / +3 Con Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 nature slow / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 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. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Changes stats: +5 Wil Damage when the wearer is hit: 35 nature slow Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Beludhema the Phoenixbraid (0 def, 4 armour) Beludhema the Phoenixbraid (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +4 Fatigue: +3% Damage when the wearer is hit: 12 fire Changes resistances: +6% mind Changes resistances penetration: +9% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Velidavena the Flowergrit (0 def, 3 armour) Velidavena the Flowergrit (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Lck / +5 Dex Damage when the wearer hits(melee): 2 nature Changes resistances: +3% darkness Stealth bonus: +7 Poison immunity: +15% Confusion immunity: +15% A pair of boots made of leather. |
pair of dwarven-steel boots &039;Nyba& pair of dwarven-steel boots &039;Nyba&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 Fatigue: +3% Damage when the wearer is hit: 4 temporal Changes resistances: +3% acid / +3% temporal Changes resistances penetration: +10% acid Changes damage: +6% acid It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 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 35% chance to completely evade them and granting you 40 defense for 8 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& |
Smearwind (0 def, 5 armour) Smearwind (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 12 nature Changes damage: +3% blight Mental save: +10 Maximum life: +51.00 When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 80% When this weapon hits: Battle Shout (10% chance level 3). Damage when this weapon hits: +12 nature Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist& alchemist&Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour: +2 Changes stats: +3 Mag / +3 Wil / +3 Cun Damage when the wearer hits(melee): 5 fire / 5 cold / 6 lightning / 5 acid Changes resistances: +7% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +11.0% Attack speed: 80% When this weapon crits: Dominate (10% chance level 3). Damage when this weapon hits: +10 fire / +10 lightning / +6 acid / +8 darkness / +9 ice 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 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler& brawler&Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour: +2 Changes stats: +3 Str / +4 Dex / +7 Cun Changes resistances: +8% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +8 Infravision radius: +2 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Physical crit. chance: +19.0% Attack speed: 50% When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage when this weapon hits: +11 darkness 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 35 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of the nighthunter (0 def, 8 armour) sand dwarven-steel gauntlets of the nighthunter (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour: +8 Changes stats: +2 Cun Damage when the wearer hits(melee): 6 physical Changes resistances: +7% darkness Changes damage: +3% physical Infravision radius: +2 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 80% When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage when this weapon hits: +13 darkness Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +7 physical 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 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) temporal dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 Armour: +2 Changes stats: +2 Str Damage when the wearer hits(melee): 7 temporal Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 80% When this weapon hits: Quantum Spike (20% chance level 3). Burst (radius 2) on crit: +7 temporal Damage conversion: 28% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
cinder drakeskin leather gloves of strength (+3) (0 def, 3 armour) cinder drakeskin leather gloves of strength (+3) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 Armour: +3 Changes stats: +3 Str Damage when the wearer hits(melee): 10 fire Changes resistances: +8% fire Changes damage: +7% fire When used to modify unarmed attacks: Base power: 30.0 - 33.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 60% When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +7 fire Damage conversion: 37% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal voratun gauntlets (0 def, 3 armour) temporal voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when the wearer hits(melee): 11 temporal Changes resistances: +7% temporal Changes damage: +5% temporal When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Quantum Spike (20% chance level 5). Burst (radius 2) on crit: +9 temporal Damage conversion: 32% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Layinne (0 def, 4 armour) Layinne (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% cold / +6% darkness / +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of light (+21%) (2 def, 0 armour)shielding cashmere wizard hat of light (+21%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag Changes resistances: +21% light Changes damage: +14% light Spell save: +8 A pointy cloth hat, very wizardly... |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 15 light / 30 fire Damage when the wearer hits(ranged): 15 light / 30 fire Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +10% light / +15% fire Changes damage: +10% all / +5% light / +20% fire Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 85.32 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel& |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 Changes stats: +5 Mag / +5 Wil Damage when the wearer is hit: 10 darkness Changes resistances: -10% fire / +30% blight / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
6 quartz 6 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% Gems can be sold for money or used in arcane rituals. |
Telos& Telos&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
257 alchemist agate 257 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 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. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o&LASTANTIQUE_WHITE |
alchemist&039;Weepborn& alchemist&039;Weepborn&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +5% nature / +10% blight Mental save: +7 Light radius: +3 See stealth: +12 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of quickening (dig speed 31 turns) iron pickaxe of quickening (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power, any items dropped inside is 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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe&LASTANTIQUE_WHITE |
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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
quick steel torque of psychoportation [power 23] (19 cooldown) quick steel torque of psychoportation [power 23] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 23), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick elm wand of detection [power 5] (10 cooldown) quick elm wand of detection [power 5] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 5), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Lekedn the Skeleton Brawler level 24
62nd Pyre 123rd year of Ascendancy at 06:27 see stats
Arachnophobia
Destroyed the spydric menace.By Lekedn the Skeleton Brawler level 31
17th Haze 123rd year of Ascendancy at 00:13 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lekedn the Skeleton Brawler level 32
34th Haze 123rd year of Ascendancy at 04:37 see stats
Brave new world
Went to the Far East and took part in the war.By Lekedn the Skeleton Brawler level 29
75th Dusk 123rd year of Ascendancy at 15:30 see stats
Bringer of Doom
Killed a Bringer of Doom.By Lekedn the Skeleton Brawler level 27
46th Dusk 123rd year of Ascendancy at 15:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lekedn the Skeleton Brawler level 11
79th Dusk 122nd year of Ascendancy at 02:20 see stats
DarkGod's little helper! - 2013 Edition
Clicked on the vote link for the Roguelike of the Year 2013 poll.By Lekedn the Skeleton Brawler level 17
69th Regrowth 123rd year of Ascendancy at 06:09 see stats
Destroyer of the creation
Killed Slasul.By Lekedn the Skeleton Brawler level 30
9th Haze 123rd year of Ascendancy at 11:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Lekedn the Skeleton Brawler level 28
50th Dusk 123rd year of Ascendancy at 17:01 see stats
Exterminator
Killed 1000 creatures.By Lekedn the Skeleton Brawler level 18
72nd Regrowth 123rd year of Ascendancy at 08:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lekedn the Skeleton Brawler level 17
72nd Regrowth 123rd year of Ascendancy at 07:46 see stats
Fear me not!
Survived the Fearscape!By Lekedn the Skeleton Brawler level 28
58th Dusk 123rd year of Ascendancy at 18:28 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Lekedn the Skeleton Brawler level 30
9th Haze 123rd year of Ascendancy at 00:30 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Lekedn the Skeleton Brawler level 31
24th Haze 123rd year of Ascendancy at 05:15 see stats
Level 10
Got a character to level 10.By Lekedn the Skeleton Brawler level 10
5th Dusk 122nd year of Ascendancy at 06:00 see stats
Level 20
Got a character to level 20.By Lekedn the Skeleton Brawler level 20
17th Pyre 123rd year of Ascendancy at 20:05 see stats
Level 30
Got a character to level 30.By Lekedn the Skeleton Brawler level 30
8th Haze 123rd year of Ascendancy at 18:15 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Lekedn the Skeleton Brawler level 33
66th Haze 123rd year of Ascendancy at 05:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lekedn the Skeleton Brawler level 11
48th Dusk 122nd year of Ascendancy at 17:02 see stats
Size matters
Did over 600 damage in one attack.By Lekedn the Skeleton Brawler level 33
66th Haze 123rd year of Ascendancy at 02:02 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Lekedn the Skeleton Brawler level 29
71st Dusk 123rd year of Ascendancy at 15:59 see stats
The Arena
Unlocked Arena mode.By Lekedn the Skeleton Brawler level 7
10th Mirth 122nd year of Ascendancy at 04:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Lekedn the Skeleton Brawler level 15
47th Haze 122nd year of Ascendancy at 21:36 see stats
The secret city
Discovered the truth about mages.By Lekedn the Skeleton Brawler level 7
1st Summertide 122nd year of Ascendancy at 21:49 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Lekedn the Skeleton Brawler level 25
7th Flare 123rd year of Ascendancy at 23:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lekedn the Skeleton Brawler level 17
74th Haze 122nd year of Ascendancy at 19:42 see stats
Unstoppable
Returned from the dead.By Lekedn the Skeleton Brawler level 32
32nd Haze 123rd year of Ascendancy at 13:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Lekedn the Skeleton Brawler level 23
59th Pyre 123rd year of Ascendancy at 09:33 see stats
Log
Your shield crumbles under the damage!
The shield around Lekedn crumbles.
Mucus ooze uses Slime Spit.
Mucus ooze&
Lekedn is vulnerable to nature.
Green jelly uses Slime Spit.
Mucus ooze casts Virulent Disease.
Lekedn is afflicted by a weakness disease!
One of the wall shakes for a moment and then turns into Crimson ooze!
Corrupted Oozemancer hits Lekedn for (36 absorbed), 190 acid (190 total damage).
Mucus ooze hits Lekedn for 92 nature damage.
Malevolent Dimensional Jelly&fbd578LASTGREYLASTLASTLASTLASTLIGHT_BLUELASTLASTLAST039;t moving as defensively anymore.
Lekedn is free from the mind parasite.
Lekedn aims less carefully.
Decrepitude Disease from Mucus ooze hits Lekedn for (15 absorbed), 0 blight (0 total damage).
Weakness Disease from Mucus ooze hits Lekedn for (15 absorbed), 0 blight (0 total damage).
Poison ooze slows down.
Slimy ooze&LIGHT_GREENLASTLASTLASTLASTLAST
