












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 26 / 95% |
| Size | big |
| Lifes / Deaths | Killed by The Shade at level 3 on the 77th Pyre 122nd year of Ascendancy at 04:33 0 / 7Killed by Gloressra the cold drake hatchling at level 16 on the 79th Haze 122nd year of Ascendancy at 07:13 Killed by Wrathroot at level 18 on the 2nd Decay 122nd year of Ascendancy at 09:10 Killed by Ce'Numivena the snow giant at level 21 on the 11st Regrowth 123rd year of Ascendancy at 19:01 Killed by Yvagatta the snow giant at level 21 on the 11st Regrowth 123rd year of Ascendancy at 22:10 Killed by Shasshhiy'Kaish at level 24 on the 59th Regrowth 123rd year of Ascendancy at 02:44 Killed by Velamida the scourge drake at level 26 on the 22nd Pyre 123rd year of Ascendancy at 02:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 70 (base 57) |
| Dexterity | 18.545467261063 (base 10) |
| Constitution | 39.545467261063 (base 19) |
| Magic | 13 (base 10) |
| Willpower | 79.545467261063 (base 44) |
| Cunning | 26.545467261063 (base 10) |
Resources
| Life | -102/1117 |
| Hate | 100/100 |
| Stamina | 343/349 |
| Psi | 170/170 |
| Healing Factor | 1.3414968243927 |
| Regeneration | 152.91864056048 |
Speed
| Mental | +66.641326975932% |
| Attack | +66.641326975932% |
| Movement | +531.09643683574% |
| Spell | 0% |
| Global | +72.727272727273% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 9 |
| See Invisible | 21.545467261063 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 16 |
| Speed | 0.60 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 40 |
| Crit Chance | 23% |
| APR | 13 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 4.3333333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 4% |
| Speed | 0.60009123675811 |
Offense: Damage Bonus
| Acid | +15% |
| Fire | +10% |
| Darkness | +6% |
| Physical | +71% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 32.1494298065 (81.727642276423%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 10 |
| Physical Save | 52 |
| Spell Save | 44 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 54%( 70%) |
| Mind | + 59%( 70%) |
| All | + 45%( 70%) |
| Lightning | + 54%( 70%) |
| Temporal | + 52%( 70%) |
| Physical | + 49%( 75%) |
| Darkness | + 68%( 85%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 92% |
| Pinning Resistance | 20% |
| Confusion Resistance | 76% |
| Fear Resistance | 34% |
| Knockback Resistance | 77% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Predator | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Gloom | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Slaughter | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.78 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +11% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 24% and slowing it by -8% Overwhelming Fear |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 38 mind and 40 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 51 Mind damage, and deal 54 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 18% resistance against acid. Resolve |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+31% resist all). Shroud of Death |
| beneficial effect | A flow of life spins around the target, regenerating 94.09 life per turn. Regeneration |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 15%) for 4 turns. Power 1+: Nightwalker: +29 Darkness Resistance, +15% Max Darkness Resistance, +17 See Invisible Power 2+: -1 Luck, +14 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 31% 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 31% for 3 turns. |
| beneficial effect | The target is rampaging! (+417% movement speed, +67% attack speed, +67% mind speed, +49% physical damage, +26 physical save, +26 mental save, 63/63 damage shrugged off this turn) Rampaging |
| beneficial effect | Parrying melee attacks: Has a 26% chance to deflect up to 22 damage from the next 1.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Isalle the thief's temporal clone. Escort: temporal explorer (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Haretar the Stokeclamor (Nightmares) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: -5% Changes resistances: +9% lightning / +6% fire Maximum encumbrance: +26 Physical save: +8 (+3 eff.) Teleport immunity: +10% Only die when reaching: -40.00 life Maximum life: +100.00 Curse of Nightmares A pair of boots made of leather. |
| Light source | alchemist's lamp 'Shadowgasher'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 4 acid / 4 darkness Changes stats: +5 Str / +6 Dex Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Light radius: +4 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Wyrmbreath (Shrouds) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.6 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 183.51 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | 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 (+3 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: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 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 50% 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. |
| On fingers | Frozenstreaker the copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Changes stats: +1 Mag Changes resistances: +3% darkness Changes damage: +9% cold Stun/Freeze immunity: +22% Life regen: +2.00 Only die when reaching: -20.00 life Infravision radius: +2 Curse of Shrouds Rings can have magical properties. |
| On fingers | Bloodcaller (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 445.80 Curse of Madness You won the Ring of Blood trial, and this is your reward. |
| Around neck | gold amulet 'Kindlelash'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +1 Cun / +2 Wil Changes resistances: +13% temporal Talent mastery: +0.18 Technique / Combat training Blindness immunity: +10% Pinning immunity: +20% Knockback immunity: +23% Mindpower: +10 (+3 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
| In main hand | Perseverance (Misfortune) (43-60.2 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. The set is complete. Base power: 43.0 - 60.2 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.10 Race / Krog Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Curse of Misfortune It can be used to activate talent Whirlwind (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: 3 Travel Speed: 2000% of base Description: You quickly move up to 3 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 96% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Around waist | Haryrorab the hardened leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +5 Cun / +6 Wil Changes resistances: +6% lightning Changes damage: +15% acid Damage against: +29% Summoned Reduced damage from: +23% Summoned Confusion immunity: +20% Knockback immunity: +20% Life regen: +4.00 Maximum life: +20.00 Curse of Shrouds A belt that goes around your waist. |
| In off hand | Dedication (Nightmares) (43-60.2 power, 6 apr)Requires: - Strength 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. The set is complete. Base power: 43.0 - 60.2 Uses stats: 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Talent mastery: +0.10 Race / Krog Talent granted: +2 Dual Weapon Defense Mental save: +15 (+4 eff.) Curse of Nightmares It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
| Cloak | Shiverserpent (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +4 Mag Changes resistances penetration: +10% cold Changes damage: +3% cold Reduces incoming crit damage: 10.00% Maximum life: +32.00 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 | enlightening steel mail armour of Eyal (Shrouds) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +12 (+3 eff.) Life regen: +3.00 Maximum life: +27.00 Healing mod.: +13% Curse of Shrouds A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 612%; cd 12)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% 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. |
regeneration infusion of the psychic (heal 380; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. 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. Press to compare to your current inscriptions |
Nimbuslord the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +5% lightning Mental save: +3 (+1 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
VenomraiderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Con Changes resistances: +18% nature Changes resistances penetration: +15% nature Changes damage: +3% nature Amulets can have magical properties. |
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 'Chillpanic'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +4 Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 62% Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +12% cold Amulets can have magical properties. |
copper amulet 'Manuledin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +3% light / +3% darkness Changes damage: +3% blight Talent mastery: +0.14 Cursed / Endless hunt Healing mod.: +5% Amulets can have magical properties. |
Bregaroddachik the RootbreacherInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances: +13% nature / +14% blight Changes resistances penetration: +20% nature Changes damage: +6% nature Reduces incoming crit damage: 10.00% Poison immunity: +27% Disease immunity: +22% Amulets can have magical properties. |
Earorach the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +1 Cun / +3 Con Changes resistances: +14% light / +13% darkness Critical mult.: +15.00% Mental save: +8 (+2 eff.) Blindness immunity: +20% Confusion immunity: +12% Mindpower: +5 (+1 eff.) Amulets can have magical properties. |
MoldsorrowInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Changes stats: +1 Str / +1 Dex / +3 Con Changes resistances: +10% light / +13% darkness Changes damage: +3% fire Reduces incoming crit damage: 15.00% Blindness immunity: +28% Infravision radius: +3 Amulets can have magical properties. |
wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +4 Con Blindness immunity: +14% Life regen: +1.00 Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
Muckmarrow (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Cun / +3 Con Changes resistances: +9% nature Changes damage: +6% acid Mental save: +7 (+2 eff.) Confusion immunity: +22% Curse of Corpses Rings can have magical properties. |
Unredan the Sparkbreeze (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Changes stats: +3 Wil Changes resistances penetration: +5% lightning Critical mult.: +10.00% Stun/Freeze immunity: +23% Life regen: +1.00 Mental crit. chance: +1% Curse of Nightmares Rings can have magical properties. |
copper ring 'Infernorend' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +18% fire / +15% cold Changes resistances penetration: +20% arcane Changes damage: +6% fire / +12% cold Curse of Madness Rings can have magical properties. |
marksman's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Curse of Nightmares Rings can have magical properties. |
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
Blindbreaker the steel ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +6 Cun Changes resistances: +12% darkness Equilibrium when hit: +0.08 Maximum psi: +30.00 Mindpower: +10 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
Eilinalebeth the steel ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +4 Str Changes damage: +9% arcane Reduces incoming crit damage: 10.00% Mana each turn: +0.08 Maximum vim: +50.00 Curse of Misfortune Rings can have magical properties. |
Hathygorn (Nightmares)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +6 Defense: +9 (+3 eff.) Changes stats: +3 Str Mental save: +9 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Equilibrium when hit: +0.04 Maximum psi: +10.00 Mental crit. chance: +3% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 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 133% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.26 cold and 23.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Betheta' (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 34 Damage (Melee): 6 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 34 Damage (Ranged): 11 physical Changes stats: +3 Cun Changes resistances: +16% nature / +13% blight Poison immunity: +14% Disease immunity: +14% Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum life: +28.00 Maximum hate: +5.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
gold ring 'Shinenail' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% Changes resistances penetration: +15% acid Changes damage: +24% light Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 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 133% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
titan's gold ring of tenacity (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +28% Pinning immunity: +29% Knockback immunity: +26% Maximum life: +23.00 Curse of Madness Rings can have magical properties. |
Olitar the voratun ring (Corpses)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +1 Mag / +4 Cun / +11 Con Changes resistances: +32% acid / +3% blight Changes resistances penetration: +5% blight Changes damage: +16% acid Physical save: +16 (+6 eff.) Curse of Corpses Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Glowclash' (Madness) (28-42 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 34 Damage (Melee): +16 mind / +4 arcane When wielded/worn: Changes stats: +2 Mag / +5 Wil / +5 Cun Changes resistances penetration: +25% blight Changes damage: +6% blight Critical mult.: +10.00% Vim when firing critical spell: +2.00 Light radius: +2 Infravision radius: +3 Curse of Madness Massive two-handed mauls. |
creative thorny mindstar of flames (Corpses) (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 fire Changes stats: +4 Cun Changes resistances: +7% fire Changes resistances penetration: +4% fire Changes damage: +6% fire Critical mult.: +5.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of storms (Shrouds) (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +4% mind / +5% lightning Changes resistances penetration: +4% mind / +8% lightning Changes damage: +5% mind / +12% lightning Psi when hit: +0.80 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +8% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Layiwe (Nightmares) (6 def, 12 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +20% acid / +12% cold / +6% mind / +15% light Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Curse of Nightmares A suit of armour made of leather. |
Duskwinnow (Nightmares) (4 def, 13 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Changes resistances: +9% acid / +8% cold / +9% darkness / +19% fire Changes damage: +10% blight Allows you to breathe in: water Mental save: +14 (+4 eff.) Maximum psi: +20.00 Curse of Nightmares A suit of armour made of mail. It was corrupted by the digestive sack. |
Frigidrock (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% mind / +6% cold Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +30.00 Curse of Madness A belt that goes around your waist. |
Glolraba (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +21% lightning Disease immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +6% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots (Shrouds) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Curse of Shrouds A pair of boots made of leather. |
Flamewrought (Madness) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.9 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.49 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
cashmere wizard hat of knowledge (Nightmares) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Mindpower: +4 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
9 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. |
5 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. |
8 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. |
11 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. |
5 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. |
9 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 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
179 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. |
Skykin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Only die when reaching: -20.00 life Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zerin the DeepszealInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +25 (+8 eff.) Changes resistances penetration: +10% darkness Changes damage: +9% fire Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Light radius: +3 Healing mod.: +13% 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Emeluleta the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -5% Changes stats: +3 Str Changes damage: +12% mind Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Cuthegar the Airfurnace [power 99] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +25% mind / +5% lightning Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 42% for 2 turns. * Reduce 2 talent cooldowns by 2. * Heal for 84. Torques are made by powerful psionics to store psionic powers. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Asni the Krog Cursed level 21
7th Regrowth 123rd year of Ascendancy at 19:31 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Asni the Krog Cursed level 17
1st Decay 122nd year of Ascendancy at 11:06 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Asni the Krog Cursed level 16
46th Haze 122nd year of Ascendancy at 17:55 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Asni the Krog Cursed level 20
1st Wintertide 123rd year of Ascendancy at 21:24 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Asni the Krog Cursed level 22
16th Regrowth 123rd year of Ascendancy at 05:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Asni the Krog Cursed level 10
7th Dusk 122nd year of Ascendancy at 20:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Asni the Krog Cursed level 20
7th Decay 122nd year of Ascendancy at 19:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Asni the Krog Cursed level 16
26th Haze 122nd year of Ascendancy at 17:51 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Asni the Krog Cursed level 24
59th Regrowth 123rd year of Ascendancy at 03:34 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Asni the Krog Cursed level 16
79th Haze 122nd year of Ascendancy at 07:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Asni the Krog Cursed level 10
10th Dusk 122nd year of Ascendancy at 13:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Asni the Krog Cursed level 20
1st Wintertide 123rd year of Ascendancy at 01:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Asni the Krog Cursed level 15
38th Dusk 122nd year of Ascendancy at 20:34 see stats
Log
Your hatred grows even as your life fades! (+7 hate)
Elyma the scourge drake hatchling hits Terror for 593 acid damage.
Elyma the scourge drake hatchling hits Asni for 192 acid damage.
Elyma the scourge drake hatchling's Slime Spit hits Asni for 42 nature damage.
The air around Asni grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Elyma the scourge drake hatchling killed Terror!
Asni uses Infusion: Regeneration.
Asni starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Terror hits Awoken tentacle tree for 21 physical damage.
Melee retaliation hits Terror for 5 blight damage.
Terror hits Scourge drake hatchling for 53 physical damage.
Mindrot hits Scourge drake hatchling for 4 mind, 6 darkness (10 total damage).
Mindrot hits Scourge drake hatchling for 5 mind, 5 darkness (10 total damage).
Mindrot hits Lisirin the scourge drake for 4 mind, 4 darkness (8 total damage).
Mindrot hits Scourge drake hatchling for 5 mind, 6 darkness (11 total damage).
Mindrot hits Lisytha the scourge wyrm for (3 resist armour), 0 mind, (4 resist armour), 0 darkness (0 total damage).
Mindrot hits Velamida the scourge drake for 5 mind, 5 darkness (10 total damage).
Mindrot hits Scourge drake hatchling for 5 mind, 6 darkness (11 total damage).
Saluna the scourge drake hatchling casts Channel Staff.
Your summoned terror disappears.
Your summoned terror disappears.
Elyma the scourge drake hatchling's Slime Spit hits Velamida the scourge drake for 66 nature damage.
Velamida the scourge drake speeds up.
Velamida the scourge drake is no longer weakened.
Velamida the scourge drake breathes a wave of maggots!
Terror is afflicted by a crippling disease!
Your hatred grows even as your life fades! (+4 hate)
Saving game...











































































































