










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 26 / 22% |
| Size | big |
| Lifes / Deaths | Killed by Adamina the mean looking elven guard at level 25 on the 8th Haze 122nd year of Ascendancy at 01:07 / 2Killed by Isleriassra the mean looking elven guard at level 26 on the 8th Haze 122nd year of Ascendancy at 07:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 43) |
| Dexterity | 19 (base 20) |
| Constitution | 42 (base 25) |
| Magic | 8 (base 10) |
| Willpower | 57 (base 42) |
| Cunning | 21 (base 10) |
Resources
| Life | -315/1004 |
| Hate | 76/102 |
| Equilibrium | 35 |
| Healing Factor | 1.1217614188828 |
| Regeneration | 0.28044035472076 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.9515946898282E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Invisible | 2.9842794901924E-13 |
| Stealth | 31 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 44 |
| Crit Chance | 21% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Cold | +12% |
| All | 0% |
| Darkness | +6% |
| Light | +12% |
| Mind | +21% |
| Lightning | +11% |
| Fire | +9% |
| Nature | +35% |
Offense: Damage Penetration
| Physical | +40% |
| Mind | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 43 (68.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 34 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 66%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 16%( 70%) |
| Physical | + 14%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 37%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Disarm Resistance | 37% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 508 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * You've found the needed green worm. | 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 |
Equipment
| On feet | Aerareba the Cystquarry (Madness) (15 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +7 Defense: +15 (+5 eff.) Damage when hit (Melee): 10 nature Changes resistances penetration: +25% physical Changes damage: +9% fire Infravision radius: +2 Curse of Madness A pair of boots made of leather. |
| Light source | alchemist's lamp 'Galulesus'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% mind Physical save: +12 (+5 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Galle the Morningonslaught (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +8 Con Changes resistances: +8% nature / +9% mind Changes damage: +12% light Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Maximum life: +71.00 Healing mod.: +13% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (Madness) (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+5 eff.) Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Runorovor [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% temporal / +18% fire Changes damage: +6% mind Hate when firing a critical mind attack: +2.00 Mindpower: +25 (+6 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of lightning (+22%) (Shrouds)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: +22% lightning Changes damage: +11% lightning Curse of Shrouds Rings make your fingers look great! |
| On fingers | copper ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Curse of Misfortune 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 4 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 143% 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 make your fingers look great! |
| Around neck | AridilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con / +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% physical Maximum stamina: +10.00 Amulets make your neck look great! |
| In main hand | Velorakira (Misfortune) (22-31 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 physical When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +3% physical Changes resistances penetration: +10% physical Changes damage: +3% acid Curse of Misfortune Sharp, long, and deadly. |
| Around waist | Belebrenn the Rimequencher (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes resistances: +22% acid / +7% fire / +7% lightning / +16% cold Changes damage: +12% cold Curse of Madness A belt that goes around your waist. |
| In off hand | Fogvault (Nightmares) (18-25 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 66% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +9% blight / +21% fire / +6% temporal Changes damage: +6% darkness Disarm immunity: +37% Curse of Nightmares One-handed war axes. |
| Cloak | linen cloak 'Arelle' (Nightmares) (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Str Maximum life: +31.00 Maximum hate: +2.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (Corpses) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 64; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 154; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the warrior (die at -446; dur 6; cd 34)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -446 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 891 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 711%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 652%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 17%; mental; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 17% for 3 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 nature talent. |
This item will automatically be transmogrified when you leave the level.Earytorin the stralite ring (Shrouds) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +38 (+10 eff.) Defense: +12 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +6 Cun / +5 Con Changes damage: +6% all Blindness immunity: +29% Spellpower: +14 (+6 eff.) Mindpower: +14 (+3 eff.) Infravision radius: +5 See stealth: +15 See invisible: +16 Curse of Shrouds Rings make your fingers look great! |
Elenodig the Quenchpiety (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances: +6% mind Changes damage: +3% cold Mental save: +5 (+3 eff.) Confusion immunity: +21% Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.solipsist's stralite ring of luminosity (Shrouds) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 16 light Changes stats: +5 Mag / +6 Wil / +7 Cun Changes damage: +14% light Mindpower: +9 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Branidrachik the stralite battleaxe (Corpses) (43-64 power, 30 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: 43.0 - 64.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 9% Damage Shield penetration (this weapon only): +26% Damage (radius 1) on hit: +4 acid When wielded/worn: Changes resistances: +6% lightning / +6% fire / +6% temporal Changes damage: +18% acid Blindness immunity: +20% Maximum life: +100.00 Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of shearing (Madness) (29-38 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +9 Changes stats: +5 Dex Changes resistances penetration: +7% all Combat speed: +10% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatmaul (Shrouds) (56-84 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 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% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +17 blight When wielded/worn: Disease immunity: +42% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.slime-covered stralite greatmaul of erosion (Shrouds) (53-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 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: * 13% chance to slow global speed by 66% Damage (Melee): +14 nature Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.enhanced stralite greatsword of amnesia (Madness) (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 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 hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Changes stats: +5 Str / +5 Dex / +12 Mag / +10 Wil / +12 Cun / +9 Con Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming stralite greatsword of projection (Shrouds) (48-76 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 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 hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +16 fire Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stormbringer's stralite greatsword of massacre (Madness) (60-97 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.5 - 96.8 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% Damage (radius 2) on crit: +16 lightning / +7 cold When wielded/worn: Changes resistances penetration: +24% lightning / +21% cold Movement speed: +52% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.swiftstrike yew longbow of recursion (Corpses) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% When wielded/worn: Changes stats: +5 Cun Combat speed: +10% Curse of Corpses Longbows are used to shoot arrows at your foes. |
Chamotar (Misfortune) (16-22 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +17 (+6 eff.) Physical crit. chance: +6.0% Defense: +9 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Changes stats: +2 Str Changes resistances: +9% mind Changes damage: +3% mind / +5% physical Disarm immunity: +24% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood starstaff of fate (Madness) (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+4 eff.) Spell save: +9 (+4 eff.) Mental save: +9 (+5 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +18% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.imbued elven-wood vilestaff of the prodigy (Shrouds) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +10 Wil / +10 Cun Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Talent on hit(spell): Flame (10% chance level 4). Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Armugund the Plaguegrit (Nightmares) (32-44 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +13 cold When wielded/worn: Accuracy: +16 (+6 eff.) Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +7 Str / +3 Mag Changes damage: +7% physical Infravision radius: +2 Curse of Nightmares One-handed war axes. |
Arthyromirak (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Damage when hit (Melee): 6 acid Changes stats: +5 Cun / +2 Wil Stealth bonus: +5 Mental save: +6 (+3 eff.) Curse of Nightmares A belt that goes around your waist. |
Xessra (Nightmares) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +5% arcane / +11% cold Mental save: +6 (+3 eff.) Cut immunity: +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.ancient silk robe of alchemy (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +13% acid / +10% physical / +13% fire / +18% cold / +13% all Changes resistances penetration: +10% temporal / +9% physical Changes damage: +10% acid / +9% temporal / +15% fire / +5% cold / +30% physical Talent cooldown: Refit Golem (-2 turns) Reduces paradox anomalies(equivalent to willpower): +12 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerunor the pair of dwarven-steel boots (Madness) (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +8 Fatigue: -3% Changes stats: +3 Cun / +9 Dex Maximum encumbrance: +34 Physical save: +10 (+4 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brenehir the Pitchoblivion (Madness) (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +11 Physical power: +11 (+3 eff.) Armour: +3 Damage (Melee): 11 lightning Effects when hit in melee: * 25 arcane resource burn Changes stats: +4 Cun / +5 Con Changes resistances: +8% lightning / +10% blight Changes damage: +8% lightning / +12% darkness Spell save: +28 (+11 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness 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.cinder voratun gauntlets of strength (+2) (Misfortune) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 12 fire Changes stats: +2 Str Changes resistances: +8% fire Changes damage: +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets 'Glowpiety' (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 light Changes resistances: +12% light / +3% temporal Changes resistances penetration: +25% temporal Changes damage: +6% darkness Physical save: +10 (+4 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +47% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zubalravea (Shrouds) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 2 mind Changes resistances: +6% lightning / +6% temporal Curse of Shrouds A cap made of leather. |
dwarven-steel helm 'Beluma' (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% blight / +11% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Spell save: +18 (+8 eff.) Disarm immunity: +20% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.insulating cashmere wizard hat of the Brotherhood (Nightmares) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +3 Con Changes resistances: +8% fire / +8% cold Changes damage: +8% arcane Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of Eyal (Shrouds) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +8.40 Stamina each turn: +1.00 Maximum life: +31.00 Healing mod.: +13% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour of the wind (Nightmares) (14 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Armour: +4 Defense: +14 (+4 eff.) Fatigue: +7% Stamina each turn: +0.70 Activating this item is instant. Curse of Nightmares It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 139 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's reinforced leather armour of command (Corpses) (26 def, 13 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +26 (+8 eff.) Fatigue: +8% Changes stats: +4 Str / +6 Dex / +5 Cun Physical save: +7 (+3 eff.) Mental save: +22 (+11 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Borfast's Cage (Nightmares) (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+6 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Nightmares Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level.barbed quiver of elven-wood arrows (22/22, 62-87 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 62.0 - 86.8 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 22 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
230 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
NightravagerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce damage dealt by 30% Changes resistances: +3% temporal Mental save: +3 (+2 eff.) Maximum life: +20.00 Light radius: +6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Deepsonslaught'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Dex Changes resistances: +12% lightning Changes resistances penetration: +5% darkness Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Light radius: +3 See stealth: +7 See invisible: +9 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. |
This item will automatically be transmogrified when you leave the level.bright alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'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. |
Cloudripper the iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +1 Dex / +3 Mag It can be used to blast the opponent's mind dealing 127 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
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. |
5 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. |
3 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. |
6 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cursed Run the Krog Cursed level 21
70th Dusk 122nd year of Ascendancy at 14:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cursed Run the Krog Cursed level 10
2nd Mirth 122nd year of Ascendancy at 09:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cursed Run the Krog Cursed level 20
66th Dusk 122nd year of Ascendancy at 21:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cursed Run the Krog Cursed level 6
77th Pyre 122nd year of Ascendancy at 14:27 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cursed Run the Krog Cursed level 21
68th Dusk 122nd year of Ascendancy at 03:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cursed Run the Krog Cursed level 15
42nd Dusk 122nd year of Ascendancy at 17:11 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Cursed Run the Krog Cursed level 25
8th Haze 122nd year of Ascendancy at 01:07 see stats
Log
You sense that Something has taken notice of you ...
Cursed Run's Inner Demon uses Beckon.
Cursed Run has been beckoned.
Isleriassra the mean looking elven guard hits Cursed Run for (39 antimagic), 125 lightning (125 total damage).
Cursed Run hits Cursed Run's Inner Demon for (4 antimagic), 0 darkness, (3 resonance), 3 mind (3 total damage).
Cursed Run hits Isleriassra the mean looking elven guard for 8 darkness, 11 mind (20 total damage).
Cursed Run has shrugged off 27 damage and is ready for more.
Cursed Run is not crippled anymore.
Cursed Run's Inner Demon is weakened by the gloom.
Mindrot hits Cursed Run for (3 rampage shugs off), 0 mind, (2 antimagic), 0 darkness (0 total damage).
Poison from Cursed Run hits Cursed Run's Inner Demon for (2 antimagic), 0 nature (0 total damage).
Poison from Cursed Run hits Cursed Run's Inner Demon for (2 antimagic), 0 nature (0 total damage).
Mindrot hits Cursed Run's Inner Demon for (1 resonance), 1 mind, (1 antimagic), 0 darkness (1 total damage).
Mindrot hits Cursed Run's Inner Demon for (1 resonance), 1 mind, (1 antimagic), 0 darkness (1 total damage).
Mindrot hits Isleriassra the mean looking elven guard for 3 mind, 2 darkness (5 total damage).
Mindrot hits Cursed Run for (5 rampage shugs off), 0 mind, (3 antimagic), 0 darkness (0 total damage).
Cursed Run is hexed.
Isleriassra the mean looking elven guard speeds up.
Cursed Run's Inner Demon uses Beckon.
Cursed Run's Inner Demon has been beckoned.
Cursed Run damages himself through Martyrdom!
Poison from Cursed Run hits Isleriassra the mean looking elven guard for 9 nature damage.
Isleriassra the mean looking elven guard hits Cursed Run for (1 antimagic), 0 nature (0 total damage).
Isleriassra the mean looking elven guard uses Condensate.
Isleriassra the mean looking elven guard's mind surges with critical power!
Cursed Run is jolted to attention by the damage and is no longer being beckoned.
Cursed Run is no longer beckoned.
Isleriassra the mean looking elven guard hits Cursed Run for (39 antimagic), (18 rampage shugs off), 504 fire (504 total damage).
Cursed Run the level 26 krog cursed was roasted to death by Isleriassra the mean looking elven guard on level 1 of Dark crypt.
Isleriassra the mean looking elven guard is no longer being stalked by Cursed Run.











































































































