Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 23 / 66% |
| Size | big |
| Lifes / Deaths | Killed by Bethassra the red ooze at level 17 on the 74th Dusk 122nd year of Ascendancy at 20:59 2 / 3Killed by Goriath the shadow claw at level 17 on the 7th Haze 122nd year of Ascendancy at 08:47 Killed by Goriath the shadow claw at level 17 on the 7th Haze 122nd year of Ascendancy at 09:55 |
Primary Stats
| Strength | 61 (base 52) |
| Dexterity | 21 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 61 (base 49) |
| Cunning | 20 (base 10) |
Resources
| Life | 778/778 |
| Hate | 49/100 |
| Healing Factor | 0.99825 |
| Regeneration | 0.4492125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.9 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.92 (81.030927835052%) |
| Defense | 27.025 |
| Ranged Defense | 27.025 |
| Fatigue | 0 |
| Physical Save | 25.75 |
| Spell Save | 29.89450726779 |
| Mental Save | 24 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 27% |
| Pinning Resistance | 100% |
| Confusion Resistance | 19% |
| Fear Resistance | 87% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 316 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Cleave |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: dragon / venom with 100% effectiveness. Kills: 0 / 20 kills, Damage: +11% / +25%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 4.0% / 10.0% Predator |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -3 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 22. | 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 |
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 pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (Shrouds) (4 def, 0 armour) Wanderer's Rest (Shrouds) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Shrouds It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Porydheba the alchemist's lamp Porydheba the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% cold / +3% physical Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (Madness) (8 def, 0 armour) The Face of Fear (Madness) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) Curse of Madness It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 17%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Arthofast ArthofastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% mind Changes damage: +9% mind Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +25% Maximum life: +31.00 Rings can have magical properties. |
| On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Str / +5 Con 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 away 4 grids from your target. Rings can have magical properties. |
| Around waist | rough leather belt of shielding (Madness) rough leather belt of shielding (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Curse of Madness It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Lisirialle the steel greatsword (Nightmares) (129% power, 2 apr) =Dam, arc= Lisirialle the steel greatsword (Nightmares) (129% power, 2 apr) =Dam, arc=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +22 lightning / +12 cold When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -4% Changes resistances: +3% temporal Critical mult.: +3.00% Only die when reaching: -20.00 life Curse of Nightmares Massive two-handed swords. |
| On hands | Storm Bringer's Gauntlets (Shrouds) (0 def, 3 armour) Storm Bringer's Gauntlets (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Shrouds It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 20.15 to 60.46 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Thalore-Wood Cuirass (Corpses) (4 def, 12 armour) Thalore-Wood Cuirass (Corpses) (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Corpses Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Zeredig the Morningbright (Shrouds) (2 def, 0 armour) Zeredig the Morningbright (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Cun / +3 Con Changes damage: +3% physical Critical mult.: +3.00% Light radius: +2 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 257 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
heroism infusion (+5 for 9 turns, die at -267) heroism infusion (+5 for 9 turns, die at -267)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -267 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+7 for 10 turns, die at -276) heroism infusion of the wizard (+7 for 10 turns, die at -276)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -276 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (494% speed; 5 turns) movement infusion of the duelist (494% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (598% speed; 5 turns) movement infusion of the psychic (598% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure physical) wild infusion (resist 14%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 17%; cure mental) wild infusion of the wizard (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 15%; cure magical) wild infusion of the wizard (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (140 cold damage; 58 apply power) biting gale rune of the psychic (140 cold damage; 58 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 140.02 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 58. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower 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. |
shielding rune of the warrior (absorb 305 for 3 turns) shielding rune of the warrior (absorb 305 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 305 damage for 3 turns. Its effects scale with your Strength 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. |
shielding rune of the warrior (absorb 287 for 4 turns) shielding rune of the warrior (absorb 287 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 287 damage for 4 turns. Its effects scale with your Strength 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. |
teleportation rune of the duelist (range 67) teleportation rune of the duelist (range 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Dexterity 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. |
teleportation rune of the warrior (range 106) teleportation rune of the warrior (range 106)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Strength 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.13 Cursed / Slaughter) copper amulet of mastery (0.13 Cursed / Slaughter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Cursed / Slaughter Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets can have magical properties. |
insulating copper amulet of mastery (0.11 Cursed / Fears) insulating copper amulet of mastery (0.11 Cursed / Fears)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +11% cold Talent mastery: +0.11 Cursed / Fears Amulets can have magical properties. |
restful steel amulet of mastery (0.12 Cursed / Endless hunt) restful steel amulet of mastery (0.12 Cursed / Endless hunt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Talent mastery: +0.12 Cursed / Endless hunt Life regen: +1.40 Amulets can have magical properties. |
serendipitous gold amulet of constitution (+5) serendipitous gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Lck / +3 Con Reduce all damage from unseen attackers: 13% 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% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Harudil the copper ring Harudil the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +6% darkness Spell save: +3 (+1 eff.) Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+5 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
pixie's steel ring of blinding strikes pixie's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 12% chance to blind Changes stats: +2 Cun / +3 Mag Spellpower: +7 (+5 eff.) Rings can have magical properties. |
psionicist's steel ring of nature (+22%) psionicist's steel ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +8 (+4 eff.) Rings can have magical properties. |
rogue's gold ring of frost (+28%) rogue's gold ring of frost (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
warrior's steel ring of nature (+20%) warrior's steel ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Saliyakira (Madness) (113% power, 7 apr) =Corrode= Saliyakira (Madness) (113% power, 7 apr) =Corrode=Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 4 blight Changes resistances: +6% acid Changes damage: +3% blight Curse of Madness Sharp, short and deadly. |
dwarven-steel greatmaul 'Borenaridan' (Nightmares) (150% power, 2 apr) =Shield= dwarven-steel greatmaul 'Borenaridan' (Nightmares) (150% power, 2 apr) =Shield=Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +27 insidious poison When wielded/worn: Changes resistances: +6% blight Blindness immunity: +10% Curse of Nightmares Massive two-handed mauls. |
steel greatsword 'Adavea' (Misfortune) (132% power, 11 apr) =Arc, Cripple= steel greatsword 'Adavea' (Misfortune) (132% power, 11 apr) =Arc, Cripple=Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +17% Damage (Melee): +12 lightning When wielded/worn: Physical crit. chance: +7.0% Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +10% temporal Curse of Misfortune Massive two-handed swords. |
steel greatsword 'Boglore' (Corpses) (124% power, 2 apr) =Fire= steel greatsword 'Boglore' (Corpses) (124% power, 2 apr) =Fire=Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 124% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 darkness Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +9 fire Damage against: +10% Living When wielded/worn: Changes resistances: +9% nature / +6% darkness Changes resistances penetration: +7% fire Global speed: +2% Curse of Corpses Massive two-handed swords. |
steel greatsword 'Lustrefoe' (Nightmares) (129% power, 2 apr) =Gain= steel greatsword 'Lustrefoe' (Nightmares) (129% power, 2 apr) =Gain=Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +9 mind / +12 temporal / +10 nature Burst (radius 2) on crit: +4 light When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes damage: +3% temporal Critical mult.: +19.00% Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Darknull (Madness) (116% power, 3 apr) =Magic, dam red= Darknull (Madness) (116% power, 3 apr) =Magic, dam red=Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 25% chance to remove a magical effect Damage (Melee): +8 nature Burst (radius 2) on crit: +4 darkness / +4 acid When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+4 eff.) Changes resistances: +4% all Changes resistances penetration: +7% nature Changes damage: +12% acid / +3% darkness Disarm immunity: +32% Curse of Madness Sharp, long, and deadly. |
Kindlemortal (Corpses) (111% power, 3 apr) =blind, wound= Kindlemortal (Corpses) (111% power, 3 apr) =blind, wound=Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 light When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 fire Changes resistances: +6% fire Curse of Corpses Sharp, long, and deadly. |
dwarven-steel longsword 'Lisolle' (Nightmares) (125% power, 4 apr) dwarven-steel longsword 'Lisolle' (Nightmares) (125% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +7 mind When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +10% arcane Changes damage: +6% blight Spell save: +9 (+4 eff.) Spellpower: +4 (+4 eff.) Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
inquisitor's dwarven-steel longsword of purging (Misfortune) (125% power, 4 apr) =burn, magical= inquisitor's dwarven-steel longsword of purging (Misfortune) (125% power, 4 apr) =burn, magical=Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +8 nature Curse of Misfortune Sharp, long, and deadly. |
blazebringer's steel waraxe of amnesia (Shrouds) (107% power, 3 apr) =Cooldown= blazebringer's steel waraxe of amnesia (Shrouds) (107% power, 3 apr) =Cooldown=Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Curse of Shrouds One-handed war axes. |
steel waraxe 'Melebar' (Madness) (113% power, 3 apr) =Disease, gloom, arc= steel waraxe 'Melebar' (Madness) (113% power, 3 apr) =Disease, gloom, arc=Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +5 lightning When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to disease Changes resistances: +6% blight Disarm immunity: +26% Curse of Madness One-handed war axes. |
noble's rough leather belt of life (Corpses) noble's rough leather belt of life (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +19% Summoned Life regen: +0.80 Healing mod.: +11% Curse of Corpses A belt that goes around your waist. |
Chamerin the linen cloak (Madness) (7 def, 0 armour) Chamerin the linen cloak (Madness) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +6% darkness Physical save: +7 (+3 eff.) 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. |
undeterred pair of rough leather boots of speed (Shrouds) (0 def, 1 armour) undeterred pair of rough leather boots of speed (Shrouds) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +22% Movement speed: +20% Curse of Shrouds A pair of boots made of leather. |
polar rough leather gloves of strength (+3) (Shrouds) (0 def, 1 armour) polar rough leather gloves of strength (+3) (Shrouds) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +4% cold Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayynn (Nightmares) (2 def, 0 armour) =lightning= Mayynn (Nightmares) (2 def, 0 armour) =lightning=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +34% lightning / +6% temporal Changes damage: +15% lightning Curse of Nightmares A pointy cloth hat, very wizardly... |
hardened leather cap 'Strikeguile' (Nightmares) (7 def, 3 armour) hardened leather cap 'Strikeguile' (Nightmares) (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 Defense: +7 (+3 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to daze Effects when hit in melee: * 13% chance to gain 10% of a turn Changes stats: +3 Cun / +4 Wil Changes resistances: +16% blight / +14% cold / +6% mind Changes resistances penetration: +10% blight Changes damage: +6% mind / +6% lightning Allows you to breathe in: water Mental save: +6 (+3 eff.) Curse of Nightmares A cap made of leather. |
linen wizard hat of light (+16%) (Misfortune) (1 def, 0 armour) linen wizard hat of light (+16%) (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light Curse of Misfortune A pointy cloth hat, very wizardly... |
The Untouchable (Shrouds) (14 def, 12 armour) The Untouchable (Shrouds) (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 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Shrouds This rugged jacket is the 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. |
2 agate 2 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. |
4 onyx 4 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. |
10 aquamarine 10 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 243/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Islowyn [power 63] (30 cooldown) Islowyn [power 63] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% light Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence Mental save: +6 (+3 eff.) Poison immunity: +5% Disease immunity: +5% Only die when reaching: -20.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core 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 (+6 eff.) Mindpower: +3 (+1 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 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
psionic steel torque of clear mind [power 2] (10 cooldown) psionic steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+5 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
15 amethyst 15 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. |
supercharged elm wand of clairvoyance [power 9] (8 cooldown) supercharged elm wand of clairvoyance [power 9] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded ash wand of clairvoyance [power 10] (6 cooldown) warded ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 lightning / +1 temporal / +2 blight / +1 fire / +1 cold Talent granted: +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 quartz 8 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. |
6 ametrine 6 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Imehin the Ogre Cursed level 21
30th Regrowth 123rd year of Ascendancy at 01:25 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Imehin the Ogre Cursed level 19
57th Haze 122nd year of Ascendancy at 21:24 see stats
Exterminator
Killed 1000 creatures.By Imehin the Ogre Cursed level 16
72nd Dusk 122nd year of Ascendancy at 23:02 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Imehin the Ogre Cursed level 20
16th Regrowth 123rd year of Ascendancy at 00:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Imehin the Ogre Cursed level 21
20th Regrowth 123rd year of Ascendancy at 05:09 see stats
Level 10
Got a character to level 10.By Imehin the Ogre Cursed level 10
5th Dusk 122nd year of Ascendancy at 03:40 see stats
Level 20
Got a character to level 20.By Imehin the Ogre Cursed level 20
60th Haze 122nd year of Ascendancy at 01:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Imehin the Ogre Cursed level 12
30th Dusk 122nd year of Ascendancy at 00:43 see stats
The Arena
Unlocked Arena mode.By Imehin the Ogre Cursed level 8
10th Mirth 122nd year of Ascendancy at 01:04 see stats
The secret city
Discovered the truth about mages.By Imehin the Ogre Cursed level 10
9th Dusk 122nd year of Ascendancy at 08:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Imehin the Ogre Cursed level 17
75th Dusk 122nd year of Ascendancy at 05:46 see stats
Log
Imehin receives 7 healing from Unnatural Body.
There is a way to the previous level here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 8.72 gold from the transmogrification of Hettevor the Dawnmire (Misfortune) (8 def, 2 armour, 77 block).
You gain 1.47 gold from the transmogrification of stabilizing dwarven-steel helm of constitution (+4) (Madness) (0 def, 4 armour).
You gain 1.66 gold from the transmogrification of shielding cashmere wizard hat (Misfortune) (2 def, 0 armour).
You gain 8.51 gold from the transmogrification of dwarven-steel helm 'Scabblight' (Nightmares) (7 def, 4 armour).
You gain 8.03 gold from the transmogrification of Glayamina the Tempesthunter (Shrouds) (0 def, 11 armour).
You gain 3.54 gold from the transmogrification of inquisitor's dwarven-steel greatsword of massacre (Misfortune) (161% power, 2 apr).
You gain 1.83 gold from the transmogrification of shielding rune of the titan (absorb 227 for 4 turns).
There is a Way into a volcanic caldera here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 43rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Saving done.
Imehin deactivates Cleave.
Imehin deactivates Stalk.
