










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 27 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by deformed giant venus flytrap at level 10 on the 6th Mirth 122nd year of Ascendancy at 14:52 / 86Killed by Assassin Lord at level 12 on the 26th Dusk 122nd year of Ascendancy at 14:14 Killed by golem at level 12 on the 50th Dusk 122nd year of Ascendancy at 02:43 Killed by Ivassra the corrupted war dog at level 13 on the 57th Dusk 122nd year of Ascendancy at 13:58 Killed by Xolewe the shadow claw at level 13 on the 58th Dusk 122nd year of Ascendancy at 08:20 Killed by Xaba the corrupted war dog at level 13 on the 58th Dusk 122nd year of Ascendancy at 21:37 Killed by Kyless at level 13 on the 59th Dusk 122nd year of Ascendancy at 12:04 Killed by Kyless at level 13 on the 59th Dusk 122nd year of Ascendancy at 12:39 Killed by Kyless at level 13 on the 59th Dusk 122nd year of Ascendancy at 13:13 Killed by Kyless at level 13 on the 59th Dusk 122nd year of Ascendancy at 13:48 Killed by Emeladagana the warg at level 15 on the 61st Dusk 122nd year of Ascendancy at 22:56 Killed by Minotaur of the Labyrinth at level 15 on the 62nd Dusk 122nd year of Ascendancy at 09:43 Killed by Velatha the giant venus flytrap at level 16 on the 64th Dusk 122nd year of Ascendancy at 17:01 Killed by Gloruravea the skeleton warrior at level 17 on the 65th Dusk 122nd year of Ascendancy at 04:42 Killed by corrupted dendritic hemospinner at level 17 on the 65th Dusk 122nd year of Ascendancy at 20:10 Killed by corrupted dendritic hemospinner at level 17 on the 65th Dusk 122nd year of Ascendancy at 20:31 Killed by Gloredavea the corrupted protoplasmic controller at level 17 on the 65th Dusk 122nd year of Ascendancy at 21:00 Killed by Gloredavea the corrupted protoplasmic controller at level 17 on the 65th Dusk 122nd year of Ascendancy at 21:38 Killed by Polita the corrupted acidic digestor at level 17 on the 65th Dusk 122nd year of Ascendancy at 22:01 Killed by Voravena the Blightborn at level 17 on the 65th Dusk 122nd year of Ascendancy at 22:25 Killed by Gloredavea the corrupted protoplasmic controller at level 17 on the 65th Dusk 122nd year of Ascendancy at 22:53 Killed by Polita the corrupted acidic digestor at level 17 on the 65th Dusk 122nd year of Ascendancy at 23:21 Killed by Gloredavea the corrupted protoplasmic controller at level 17 on the 65th Dusk 122nd year of Ascendancy at 23:47 Killed by Polita the corrupted acidic digestor at level 17 on the 66th Dusk 122nd year of Ascendancy at 00:16 Killed by Voravena the Blightborn at level 17 on the 66th Dusk 122nd year of Ascendancy at 00:52 Killed by Voravena the Blightborn at level 17 on the 66th Dusk 122nd year of Ascendancy at 01:40 Killed by corrupted mastocytic feeder at level 17 on the 66th Dusk 122nd year of Ascendancy at 03:20 Killed by cold drake at level 18 on the 67th Dusk 122nd year of Ascendancy at 19:06 Killed by cold drake at level 18 on the 67th Dusk 122nd year of Ascendancy at 19:30 Killed by cold drake at level 18 on the 67th Dusk 122nd year of Ascendancy at 20:04 Killed by Beluriagatha the cold drake hatchling at level 18 on the 67th Dusk 122nd year of Ascendancy at 20:35 Killed by Beluriagatha the cold drake hatchling at level 18 on the 67th Dusk 122nd year of Ascendancy at 21:02 Killed by Betowen the cold drake at level 18 on the 67th Dusk 122nd year of Ascendancy at 23:01 Killed by Betowen the cold drake at level 18 on the 67th Dusk 122nd year of Ascendancy at 23:53 Killed by Weirdling Beast at level 19 on the 69th Dusk 122nd year of Ascendancy at 12:31 Killed by Weirdling Beast at level 19 on the 69th Dusk 122nd year of Ascendancy at 13:21 Killed by Weirdling Beast at level 19 on the 69th Dusk 122nd year of Ascendancy at 14:08 Killed by abyssal horror at level 19 on the 69th Dusk 122nd year of Ascendancy at 15:10 Killed by Imron the shalore at level 19 on the 75th Dusk 122nd year of Ascendancy at 16:24 Killed by Xanilaith the shivgoroth at level 19 on the 1st Haze 122nd year of Ascendancy at 15:12 Killed by greater shivgoroth at level 19 on the 2nd Haze 122nd year of Ascendancy at 14:33 Killed by ultimate shivgoroth at level 19 on the 2nd Haze 122nd year of Ascendancy at 20:51 Killed by shivgoroth at level 19 on the 2nd Haze 122nd year of Ascendancy at 23:00 Killed by luminous horror at level 20 on the 13rd Haze 122nd year of Ascendancy at 19:22 Killed by luminous horror at level 20 on the 13rd Haze 122nd year of Ascendancy at 21:05 Killed by luminous horror at level 20 on the 13rd Haze 122nd year of Ascendancy at 21:36 Killed by Lisygana the Guardian at level 20 on the 14th Haze 122nd year of Ascendancy at 04:35 Killed by Ce'Nitta the Guardian at level 20 on the 14th Haze 122nd year of Ascendancy at 09:08 Killed by Zoark the Guardian at level 20 on the 14th Haze 122nd year of Ascendancy at 14:11 Killed by Cyrotha the Guardian at level 20 on the 14th Haze 122nd year of Ascendancy at 20:58 Killed by slaver at level 21 on the 22nd Haze 122nd year of Ascendancy at 04:41 Killed by Blood Master at level 21 on the 23rd Haze 122nd year of Ascendancy at 14:35 Killed by ultimate telugoroth at level 23 on the 33rd Haze 122nd year of Ascendancy at 01:47 Killed by Chronolith Twin at level 23 on the 33rd Haze 122nd year of Ascendancy at 23:35 Killed by Mayethra the snow giant at level 25 on the 47th Haze 122nd year of Ascendancy at 23:20 Killed by Bethorewe the multi-hued drake hatchling at level 25 on the 47th Haze 122nd year of Ascendancy at 23:56 Killed by Bethorewe the multi-hued drake hatchling at level 25 on the 48th Haze 122nd year of Ascendancy at 00:44 Killed by orc blood mage at level 25 on the 48th Haze 122nd year of Ascendancy at 05:35 Killed by skeleton warrior at level 25 on the 50th Haze 122nd year of Ascendancy at 11:01 Killed by skeleton warrior at level 25 on the 50th Haze 122nd year of Ascendancy at 11:31 Killed by Uieker at level 25 on the 50th Haze 122nd year of Ascendancy at 12:11 Killed by Ivilelle the skeleton archer at level 25 on the 50th Haze 122nd year of Ascendancy at 12:51 Killed by Ivilelle the skeleton archer at level 25 on the 50th Haze 122nd year of Ascendancy at 13:27 Killed by Ivilelle the skeleton archer at level 25 on the 50th Haze 122nd year of Ascendancy at 13:58 Killed by Ivilelle the skeleton archer at level 25 on the 50th Haze 122nd year of Ascendancy at 14:41 Killed by Ce'Nuriara the elder vampire at level 25 on the 50th Haze 122nd year of Ascendancy at 15:13 Killed by Celia at level 25 on the 50th Haze 122nd year of Ascendancy at 15:49 Killed by Cyrewe the master vampire at level 25 on the 50th Haze 122nd year of Ascendancy at 16:33 Killed by Xereyath the lesser vampire at level 25 on the 50th Haze 122nd year of Ascendancy at 17:03 Killed by Aerildabeth the skeleton warrior at level 25 on the 50th Haze 122nd year of Ascendancy at 17:29 Killed by Cyrewe the master vampire at level 25 on the 50th Haze 122nd year of Ascendancy at 18:05 Killed by Cyrewe the master vampire at level 25 on the 50th Haze 122nd year of Ascendancy at 18:38 Killed by Voreyaba the skeleton warrior at level 25 on the 50th Haze 122nd year of Ascendancy at 19:13 Killed by Arynn the ghoul at level 26 on the 50th Haze 122nd year of Ascendancy at 19:55 Killed by Bethiyamira the master vampire at level 26 on the 50th Haze 122nd year of Ascendancy at 20:33 Killed by Bethobeth the skeleton warrior at level 26 on the 50th Haze 122nd year of Ascendancy at 21:14 Killed by Cyrewe the master vampire at level 26 on the 50th Haze 122nd year of Ascendancy at 21:58 Killed by elven cultist at level 26 on the 68th Haze 122nd year of Ascendancy at 00:12 Killed by ogre rune-spinner at level 27 on the 68th Haze 122nd year of Ascendancy at 08:35 Killed by elven cultist at level 27 on the 68th Haze 122nd year of Ascendancy at 09:17 Killed by elven blood mage at level 27 on the 68th Haze 122nd year of Ascendancy at 12:39 Killed by Zubitira the elven mage at level 27 on the 68th Haze 122nd year of Ascendancy at 18:23 Killed by Acolyte of the Sect of Kryl-Feijan at level 27 on the 68th Haze 122nd year of Ascendancy at 22:41 Killed by elven cultist at level 27 on the 69th Haze 122nd year of Ascendancy at 02:20 Killed by elven mage at level 27 on the 69th Haze 122nd year of Ascendancy at 04:23 Killed by orc necromancer at level 27 on the 5th Decay 122nd year of Ascendancy at 04:00 |
Primary Stats
| Strength | 65 (base 58) |
| Dexterity | 30 (base 10) |
| Constitution | 28 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 75 (base 45) |
| Cunning | 32 (base 10) |
Resources
| Life | 718/718 |
| Hate | 108/108 |
| Healing Factor | 1.1246034873766 |
| Regeneration | 12.651789232986 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -53.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 7.0000000000003 |
| Stealth | 30.350797181268 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 56 |
| Crit Chance | 22% |
| APR | 22 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +24% |
| Nature | +6% |
| Blight | +21% |
| Physical | +24% |
| Cold | +36% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Light | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 37.08934837382 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 33 |
| Physical Save | 42 |
| Spell Save | 37 |
| Mental Save | 48 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Light | + 18%( 70%) |
| Nature | + 23%( 70%) |
| Mind | + 41%( 70%) |
| Cold | + 47%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 469 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by gwelgoroth. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by master vampire. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed ice wyrm tooth. * You've found the needed vial of greater demon bile. | 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! | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (Corpses) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Voruvena the BlindimmortalInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% mind Changes resistances penetration: +5% mind / +10% light Changes damage: +24% light Mental save: +7 (+2 eff.) Light radius: +6 See stealth: +7 See invisible: +7 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 | Radheblek (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +4 Wil / +3 Cun / +8 Lck Changes resistances: +3% mind Maximum hate: +8.00 Maximum psi: +50.00 Spell crit. chance: +5% Mental crit. chance: +4% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Belymira [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes damage: +21% blight Critical mult.: +10.00% Equilibrium when hit: +0.16 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% 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. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +9.00 Maximum life: +47.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.87 cold and 21.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | skylord's rough leather belt of recklessness (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +3 Str / +2 Dex / +3 Wil / +2 Cun Critical mult.: +6.00% Physical save: +10 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+4 eff.) Curse of Shrouds A belt that goes around your waist. |
| In main hand | stralite greatmaul 'Willowmark' (Nightmares) (51.5-77.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 67% When wielded/worn: Accuracy: +24 (+6 eff.) Changes stats: +6 Dex Changes resistances penetration: +25% nature Changes damage: +6% nature Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+10 eff.) Mindpower: +25 (+6 eff.) Combat speed: +10% Curse of Nightmares Massive two-handed mauls. |
| On hands | Sunpain the hardened leather gloves (Shrouds) (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 8 darkness Changes stats: +8 Cun / +5 Dex Changes resistances: +13% darkness / +15% light Changes damage: +6% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 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. |
| Main armor | Isulemina the Frozenwake (Misfortune) (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +2 Dex / +10 Wil / +5 Cun Changes damage: +6% cold Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Light radius: +2 Infravision radius: +3 Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | Goromabers the cashmere cloak (Madness) (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Armour: +5 Defense: +10 (+5 eff.) Changes damage: +12% physical Critical mult.: +5.00% Physical save: +17 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +17 (+6 eff.) Maximum stamina: +10.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Changes stats: +2 Con Critical mult.: +11.00% Physical save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +33.00 Amulets can have magical properties. |
Inventory
Rune of the Rift (450.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 450.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 43; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 43 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 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 spell talent. |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
insulating copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
copper ring of darkness (+22%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
copper ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
copper ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
psionicist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Life regen: +7.00 Maximum life: +49.00 Healing mod.: +11% Rings can have magical properties. |
steel turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +9 Defense: +9 (+4 eff.) Changes resistances penetration: +10% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Spellpower: +9 (+4 eff.) Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
Velydhema the GalekillerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str / +4 Dex / +8 Mag Changes resistances: +12% lightning Physical save: +9 (+3 eff.) Spell save: +16 (+6 eff.) Stamina each turn: +3.00 Rings can have magical properties. |
Growburst (Nightmares) (41-61.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 24% Damage Shield penetration (this weapon only): +10% Damage (Melee): +23 cold When wielded/worn: Changes damage: +3% acid / +9% nature / +3% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Curse of Nightmares Massive two-handed battleaxes. |
arcing dwarven-steel greatsword of massacre (Shrouds) (46-73.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Curse of Shrouds Massive two-handed swords. |
stralite greatsword 'Charvagrant' (Nightmares) (46-73.6 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +19.0% Changes resistances: +6% fire Changes damage: +3% arcane / +9% temporal Critical mult.: +15.00% Mana each turn: +0.08 Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel longsword (Nightmares) (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 38 Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Curse of Nightmares Sharp, long, and deadly. |
Everpyre Blade (Madness) (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Madness This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Yvuta the iron mace (Shrouds) (20-28 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane / +21% acid Pinning immunity: +10% Curse of Shrouds Blunt and deadly. |
Dedication (Madness) (31-43.4 power, 6 apr)Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 40% Wil, 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Curse of Madness It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel waraxe (Shrouds) (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +45 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +3% Curse of Shrouds One-handed war axes. |
Quenchhunt (Nightmares) (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 darkness Damage against: +8% Living When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 4 blight Changes stats: +9 Con / +9 Wil Changes damage: +12% cold Maximum life: +81.00 Maximum vim: +20.00 Spell crit. chance: +1% Damage Shield penetration: +10% Curse of Nightmares Sharp, short and deadly. |
thorny mindstar 'Grinolatharig' (Nightmares) (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 90% Wil, 30% Cun Damage type: Nature 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% Damage (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +2 Cun / +2 Wil Changes resistances: +5% arcane Changes damage: +3% mind Critical mult.: +7.00% Spell save: +4 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +16 Curse of Nightmares 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. |
Belarim the Flashkill (Shrouds)Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Effects on ranged hit: * 5 arcane resource burn Damage when hit (Melee): 2 light Changes stats: +2 Str / +1 Wil / +2 Cun Changes resistances: +6% light Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +5 (+1 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Titanic (Misfortune) (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block Curse of Misfortune This shield made of the darkest stralite is huge, heavy and very solid. |
Fire Dragon Shield (Misfortune) (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 40% Wil, 100% Str Damage type: Fire Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+8 eff.) Ranged Defense: +15 (+7 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Misfortune This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Flashbait (Corpses) (0 def, 8 armour, 50-60 power, 138.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +14 nature / +16 light When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +2 Str / +3 Con Changes resistances: +12% nature / +15% blight Changes resistances penetration: +5% arcane Changes damage: +9% arcane Talent granted: +1 Block Maximum life: +22.00 Curse of Corpses Handheld deflection devices. |
Cyroma the Abyssobsidian (Corpses) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 67% * 4 arcane resource burn Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +9 Wil Changes resistances: +3% fire / +22% nature / +9% all Changes damage: +15% nature Mana each turn: +0.14 Psi each turn: +0.12 Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fulutogorn (Shrouds) (9 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +25 (+6 eff.) Armour: +10 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +18% cold Curse of Shrouds A suit of armour made of leather. |
radiant hardened leather armour of Eyal (Madness) (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +15% blight / +13% darkness Life regen: +4.00 Maximum life: +50.00 Light radius: +2 Healing mod.: +13% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing steel mail armour of acid resistance (Corpses) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +12% blight / +13% nature / +17% acid Curse of Corpses A suit of armour made of mail. |
Aerethra (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances penetration: +25% mind Changes damage: +3% mind Spell save: +6 (+3 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
noble's rough leather belt of the vagrant (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil / +4 Cun / +1 Con Damage against: +15% Summoned Reduced damage from: +17% Summoned Mental save: +5 (+2 eff.) Mindpower: +4 (+1 eff.) Curse of Madness A belt that goes around your waist. |
rough leather belt of unlife (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
murderer's kruk cloak (Madness) (0 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Changes stats: +2 Cun / +2 Dex Curse of Madness A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashsun the cashmere cloak (Corpses) (8 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Damage when hit (Melee): 8 fire Changes resistances: +12% blight / +16% fire / +16% light / +9% cold Stealth bonus: +8 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the guardian (Madness) (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Changes stats: +3 Mag / +2 Wil Physical save: +13 (+4 eff.) Spell save: +20 (+8 eff.) Mental save: +13 (+4 eff.) Maximum mana: +55.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beliba the pair of rough leather boots (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Wil Maximum encumbrance: +21 Physical save: +5 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds A pair of boots made of leather. |
Blastrune the pair of hardened leather boots (Shrouds) (4 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +9 Dex / +4 Con Changes resistances: +3% physical Changes damage: +9% lightning Curse of Shrouds A pair of boots made of leather. |
pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+2) (Nightmares) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (Madness) (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Salussra (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +4 Dex Changes resistances penetration: +5% arcane Spell save: +12 (+5 eff.) Life regen: +4.00 Mana each turn: +0.15 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Light radius: +1 Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather cap of trickery (Nightmares) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +7% nature / +9% blight Curse of Nightmares A cap made of leather. |
Helm of the Dominated (Shrouds) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+5 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. Curse of Shrouds An experimental helmet designed to enhance the effects of the Doomelf corruption. |
8 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
4 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. |
16 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. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
81 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. |
GloruredaPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +2 Mag Changes resistances: +5% fire Changes damage: +6% blight Spell save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Light radius: +3 Damage Shield penetration: +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 lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 103 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Satyrdash the elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances penetration: +25% nature Changes damage: +9% nature It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Exploration mode)
Killed 1000 creatures.By Uieker the Cornac Cursed level 19
1st Haze 122nd year of Ascendancy at 18:57 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Uieker the Cornac Cursed level 10
6th Mirth 122nd year of Ascendancy at 12:37 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Uieker the Cornac Cursed level 20
3rd Haze 122nd year of Ascendancy at 01:15 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By Uieker the Cornac Cursed level 20
3rd Haze 122nd year of Ascendancy at 07:25 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Uieker the Cornac Cursed level 27
69th Haze 122nd year of Ascendancy at 17:23 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Uieker the Cornac Cursed level 25
50th Haze 122nd year of Ascendancy at 14:40 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Uieker the Cornac Cursed level 18
67th Dusk 122nd year of Ascendancy at 20:35 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Uieker the Cornac Cursed level 17
65th Dusk 122nd year of Ascendancy at 04:27 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Uieker the Cornac Cursed level 21
23rd Haze 122nd year of Ascendancy at 15:30 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Uieker the Cornac Cursed level 27
73rd Haze 122nd year of Ascendancy at 10:52 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Uieker the Cornac Cursed level 21
23rd Haze 122nd year of Ascendancy at 00:30 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Uieker the Cornac Cursed level 17
66th Dusk 122nd year of Ascendancy at 08:48 see stats
Log
Ghast is disarmed!
Skeleton mage is disarmed!
Orc necromancer roars triumphantly.
Skeleton archer is disarmed!
Uieker is disarmed!
Uieker uses Retch.
Uieker VOMITS on the ground!
Your hatred grows even as your life fades! (+13 hate)
Master vampire is disarmed!
Orc necromancer hits Skeleton archer for 163 acid damage.
Orc necromancer hits Ghast for 183 acid damage.
Orc necromancer hits Master vampire for 183 acid damage.
Orc necromancer hits Uieker for 212 acid damage.
Orc necromancer hits Skeleton mage for 183 acid damage.
Orc necromancer hits Skeleton archer for 183 acid damage.
Orc necromancer casts Invoke Darkness.
Your hatred grows even as your life fades! (+12 hate)
Uieker begins rampaging!
Orc necromancer hits Uieker for 201 darkness damage.
Uieker the level 27 cornac cursed was darkened to death by an orc necromancer on level 1 of Dreadfell.
Uieker is freed from the rigor mortis.
Uieker deactivates Savage Hunter.
You feel your rampage slowing down. (-1 duration)
Uieker is no longer rampaging.
Uieker regains balance.
Uieker deactivates Stalk.
Uieker deactivates Cleave.
Uieker rearms.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.


























































































































