Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 34 / 59% |
Size | huge |
Lifes / Deaths | Killed by Isida the giant acid ant at level 34 on the 7th Mirth 123rd year of Ascendancy at 16:10 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 119 (base 60) |
Dexterity | 38 (base 32) |
Constitution | 14 (base 10) |
Magic | 8 (base 10) |
Willpower | 37 (base 22) |
Cunning | 44 (base 40) |
Resources
Life | -147/1010 |
Stamina | 242/242 |
Equilibrium | 23 |
Healing Factor | 1.6926086956521 |
Regeneration | 237.4736288378 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 37.880545025042 |
See Invisible | 37.880545025042 |
Offense: Mainhand
Damage | 167 |
Accuracy | 50 |
Crit Chance | 32% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 127 |
Accuracy | 50 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | -1% |
Light | -10% |
Nature | -9% |
Darkness | -1% |
Physical | -7% |
Cold | -9% |
All | -19% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | 39.08934837382 (81.030927835052%) |
Defense | 0 |
Ranged Defense | 3 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | -17 |
Mental Save | 23 |
Defense: Resistances
Acid | + 63%( 80%) |
Blight | + 55%( 80%) |
Arcane | + 45%( 80%) |
Cold | + 67%( 80%) |
All | + 39%( 80%) |
Mind | + 48%( 80%) |
Lightning | + 43%( 80%) |
Light | + 48%( 80%) |
Temporal | + 39%( 80%) |
Physical | + 63%( 80%) |
Darkness | + 69%( 80%) |
Fire | + 78%( 80%) |
Nature | + 75%( 80%) |
Defense: Immunities
Stun Resistance | 93% |
Confusion Resistance | 98% |
Teleport Resistance | 15% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 27% |
Inscriptions (3/3)
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 physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 3/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | True Grit |
beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 4.63, and stamina regeneration by 0.93. Bloodbath |
detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | A flow of life spins around the target, regenerating 135.42 life per turn. Regeneration |
beneficial effect | Reduces physical damage received by 31% and provides a 17% chance to ignore critical hits. Juggernaut |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is cursed, taking 45.65 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target is cursed, reducing defence and all saves by 45. Curse of Defenselessness |
beneficial effect | You gain 38% resistance against darkness. Resolve |
detrimental effect | Huge cut that bleeds, doing 64.28 physical damage per turn. Bleeding |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is cursed, reducing all damage done by 19%. Curse of Impotence |
beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 34 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Xanenn the skeleton warrior. Escort: repented thief (level 1 of Dreadfell) | failed |
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 fire dragon that dwelled there. | 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 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 667. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 orc heart. * You've found the needed vial of fire wyrm saliva. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. | 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 within2 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 42% (based on Cunning), costing 43 power out of 21/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | brass lantern 'Ce'Niseda' brass lantern 'Ce'Niseda'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% mind Changes damage: +12% physical Physical save: +9 (+5 eff.) Light radius: +5 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap 'Elera' (0 def, 7 armour) hardened leather cap 'Elera' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +8% nature Critical mult.: +9.00% Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +65.00 Healing mod.: +21% A cap made of leather. |
On hands | Voidmarrow the rough leather gloves (0 def, 1 armour) =jug= Voidmarrow the rough leather gloves (0 def, 1 armour) =jug=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Con Changes resistances: +12% darkness Changes damage: +18% darkness Physical save: +12 (+6 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +22% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Betuldanor (dig speed 19 turns) Betuldanor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +2 Changes stats: +1 Str Critical mult.: +6.00% Maximum life: +51.00 Maximum stamina: +16.00 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Eremiblek' steel ring 'Eremiblek'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+3 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +1 Cun Changes resistances: +20% cold / +20% nature / +5% arcane Changes resistances penetration: +5% mind Changes damage: +10% nature / +10% cold Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mental crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
On fingers | psionicist's gold ring of clarity psionicist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +17 (+8 eff.) Confusion immunity: +25% Rings can have magical properties. |
Around neck | Glimmersorrow GlimmersorrowInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes stats: +4 Dex / +1 Wil Changes damage: +9% light Critical mult.: +13.00% Physical save: +3 (+2 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +12% Teleport immunity: +15% Mindpower: +6 (+3 eff.) Light radius: +1 Amulets can have magical properties. |
In main hand | Blindcut the voratun longsword (42-58.8 power, 6 apr) Blindcut the voratun longsword (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 40% chance to inflict 15% damage reduction Damage (Melee): +20 temporal / +16 light / +16 mind / +20 nature When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +12% light / +9% mind Sharp, long, and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Aniromiran the stralite mace (36.5-51.1 power, 5 apr) Aniromiran the stralite mace (36.5-51.1 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +10 nature / +13 temporal When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% acid / +3% fire / +9% nature / +3% light Spell save: +3 (+3 eff.) Blunt and deadly. |
Cloak | linen cloak 'Blazestreaker' (1 def, 0 armour) linen cloak 'Blazestreaker' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 light Changes resistances: +6% acid Changes damage: +18% acid Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Adoda the dwarven-steel plate armour (5 def, 17 armour) Adoda the dwarven-steel plate armour (5 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +1 Str Changes resistances: +28% acid / +8% physical / +7% cold / +5% arcane / +6% blight / +32% fire / +3% nature / +8% lightning Disarm immunity: +5% Infravision radius: +1 A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 143) healing infusion of the psychic (heal 143)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 and cleanse 1 wound and 1 poison 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 ability. |
healing infusion of the warrior (heal 357) healing infusion of the warrior (heal 357)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 357 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion of the warrior (+23 for 10 turns, die at -847) heroism infusion of the warrior (+23 for 10 turns, die at -847)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -847 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
movement infusion (523% speed; 4 turns) movement infusion (523% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (630% speed; 5 turns) movement infusion of the sneak (630% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
movement infusion of the warrior (727% speed; 5 turns) movement infusion of the warrior (727% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
regeneration infusion of the warrior (heal 465 over 5 turns) regeneration infusion of the warrior (heal 465 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. 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 ability. |
wild infusion of the duelist (resist 20%; cure magical, physical) wild infusion of the duelist (resist 20%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Ce'Navena Ce'NavenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+0 eff.) Ranged Defense: +9 (+9 eff.) Changes stats: +3 Cun Changes resistances: +3% cold / +6% temporal Reduces incoming crit damage: 15.00% Physical save: +20 (+10 eff.) Blindness immunity: +10% Pinning immunity: +15% Amulets can have magical properties. |
Charrock CharrockInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con / +3 Wil Changes resistances: +6% mind / +3% fire Changes damage: +9% mind / +6% fire Physical save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +13% Life regen: +1.20 Maximum life: +45.00 Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
Duathelstar the gold amulet Duathelstar the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +5 Dex Changes resistances: +15% lightning / +22% temporal Changes damage: +27% darkness Pinning immunity: +31% Knockback immunity: +35% Healing mod.: +20% Amulets can have magical properties. |
Hathigogas the Unlightraze Hathigogas the UnlightrazeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +18% acid / +13% light / +16% darkness Changes resistances penetration: +25% acid Blindness immunity: +22% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 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... |
Xerymira the steel amulet =+ survival= Xerymira the steel amulet =+ survival=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -12% Changes stats: +2 Str / +3 Mag / +5 Wil Changes damage: +9% mind Talent mastery: +0.21 Cunning / Survival Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +3 Amulets can have magical properties. |
grounding gold amulet of dexterity (+2) grounding gold amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
grounding steel amulet of dexterity (+3) grounding steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Aduth AduthInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +4 Wil Changes resistances: +9% acid / +9% mind / +6% lightning Mental save: +8 (+4 eff.) Silence immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +10% Maximum stamina: +20.00 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Firequarry the gold ring Firequarry the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% mind / +6% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +12% mind / +3% fire Life regen: +1.10 Maximum life: +40.00 Healing mod.: +16% Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Islyreba the steel ring Islyreba the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% blight Critical mult.: +15.00% Disarm immunity: +29% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +26.00 Maximum mana: +80.00 Spellpower: +8 (+8 eff.) Spell crit. chance: +5% Rings can have magical properties. |
Shaderace ShaderaceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +20 Changes stats: +6 Str Changes resistances: +2% physical Changes damage: +9% darkness Life regen: +0.60 Rings can have magical properties. |
Toreroddathad the Arctitan Toreroddathad the ArctitanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +12 Cun / +6 Dex Changes damage: +18% lightning Grants telepathy: Demon/Minor Demon/Major Maximum psi: +30.00 Mental crit. chance: +2% Rings can have magical properties. |
Torilatharand the gold ring Torilatharand the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +26% fire Changes damage: +13% fire Poison immunity: +20% Disease immunity: +20% Silence immunity: +20% Psi when hit: +0.20 Maximum hate: +4.00 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused 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 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.93 cold and 10.15 physical damage (based on Willpower) each turn and knocking opponents back, costing 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
warrior's steel ring of misery warrior's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun / +2 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
Arcwaker (25.5-35.7 power, 4 apr) =disrupt= Arcwaker (25.5-35.7 power, 4 apr) =disrupt=Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +11% Unnatural When wielded/worn: Armour penetration: +16 Physical crit. chance: +6.0% Armour: +4 Effects on melee hit: * 15% chance to daze at end of turn Changes resistances penetration: +8% physical Changes damage: +11% physical Critical mult.: +12.00% Physical save: +12 (+6 eff.) Pinning immunity: +15% Sharp, long, and deadly. |
Perseverance (31-43.4 power, 9 apr) Perseverance (31-43.4 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. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc 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: Spell save: +18 (+18 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% 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. |
dwarven-steel mace 'Flashsnake' (45-63 power, 4 apr) =blind, +8 dmg= dwarven-steel mace 'Flashsnake' (45-63 power, 4 apr) =blind, +8 dmg=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +3% light Changes damage: +8% physical Stamina when hit: +1.40 Blunt and deadly. |
Torchshear (22-30.8 power, 4 apr) =wound= Torchshear (22-30.8 power, 4 apr) =wound=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Defense: +9 (+0 eff.) Ranged Defense: +9 (+9 eff.) Damage when hit (Melee): 12 fire / 8 physical Changes stats: +3 Str Changes resistances penetration: +10% physical Maximum stamina: +15.00 One-handed war axes. |
dwarven-steel waraxe 'Delydunagas' (21.5-30.1 power, 4 apr) =acc= dwarven-steel waraxe 'Delydunagas' (21.5-30.1 power, 4 apr) =acc=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +28 (+9 eff.) Armour penetration: +7 Defense: +7 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Str Changes resistances penetration: +8% physical Changes damage: +7% physical / +9% temporal Disarm immunity: +31% Stamina when hit: +0.50 Maximum mana: +40.00 Spellpower: +4 (+4 eff.) One-handed war axes. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+5 eff.) Mindpower: +6 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 37 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Duradas (11 def, 6 armour) Duradas (11 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Defense: +11 (+0 eff.) Ranged Defense: +9 (+9 eff.) Changes stats: +3 Str / +5 Wil / +4 Cun Physical save: +32 (+16 eff.) Maximum life: +40.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+5 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of hardened leather boots 'Gluyama' (9 def, 9 armour) pair of hardened leather boots 'Gluyama' (9 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+0 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: -4% Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Maximum encumbrance: +31 Physical save: +23 (+12 eff.) Confusion immunity: +15% A pair of boots made of leather. |
Aerymnir the dwarven-steel gauntlets (6 def, 2 armour) Aerymnir the dwarven-steel gauntlets (6 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Changes resistances: +12% mind Reduces incoming crit damage: 10.00% Physical save: +42 (+19 eff.) Mental save: +7 (+3 eff.) Blindness immunity: +15% Disarm immunity: +32% Metal gloves protecting the hands up to the middle of the lower arm. |
Demonwrither (0 def, 2 armour) Demonwrither (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +2 Str / +2 Wil / +8 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +30% Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of butchering (0 def, 5 armour) heroic hardened leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +5 Changes resistances: +7% blight Spell save: +13 (+13 eff.) Mental save: +5 (+2 eff.) Maximum life: +49.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+12 eff.) Mindpower: +12 (+6 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 85 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Shimmerbone the dwarven-steel helm (0 def, 4 armour) Shimmerbone the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Changes stats: +4 Cun / +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +15% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training 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 (+6 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+6 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+7 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.0 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 13%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Yvilemira the rough leather cap (0 def, 7 armour) =wb= Yvilemira the rough leather cap (0 def, 7 armour) =wb=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Critical mult.: +9.00% Physical save: +3 (+2 eff.) A cap made of leather. |
radiant dwarven-steel plate armour of command (12 def, 16 armour) radiant dwarven-steel plate armour of command (12 def, 16 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +12 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +1 Cun / +2 Wil Changes resistances: +16% blight / +16% darkness Mental save: +16 (+8 eff.) Light radius: +2 A suit of armour made of metal plates. |
3 agate 3 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. |
679 alchemist agate 679 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. |
3 onyx 3 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. |
4 aquamarine 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Layumira the dwarven-steel pickaxe (dig speed 8 turns) Layumira the dwarven-steel pickaxe (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% temporal / +5% darkness / +9% cold / +17% nature / +7% fire Changes damage: +6% nature Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Runeruigas the Kindleblight Runeruigas the KindleblightInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +7 Wil Changes resistances: +9% temporal Changes resistances penetration: +5% light Changes damage: +6% mind / +9% light Critical mult.: +13.00% Maximum life: +46.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (93 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 172 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mayenne the steel torque of charged psionic shield [power 53] (14/17 cooldown) Mayenne the steel torque of charged psionic shield [power 53] (14/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +10 Changes stats: +2 Mag Changes resistances: +9% lightning / +12% fire Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Tulorin the Abysslace [power 29] (14/26 cooldown) Tulorin the Abysslace [power 29] (14/26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Dex Changes damage: +9% fire Physical save: +20 (+10 eff.) Stamina each turn: +0.40 Healing mod.: +10% It can be used to teleport randomly (rad 29), putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Chukalthodir' [power 77] (14/17 cooldown) dwarven-steel torque of kinetic psionic shield 'Chukalthodir' [power 77] (14/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +9 (+0 eff.) Ranged Defense: +9 (+9 eff.) Changes resistances: +3% darkness / +9% temporal Physical save: +20 (+10 eff.) Pinning immunity: +15% Knockback immunity: +15% Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of kinetic psionic shield [power 93] (14/14 cooldown) =kinetic= quick stralite torque of kinetic psionic shield [power 93] (14/14 cooldown) =kinetic=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Glintwolf [power 2] (14/9 cooldown) =blind= Glintwolf [power 2] (14/9 cooldown) =blind=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% acid Changes damage: +6% light Light radius: +3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Cyrerilaith' [power 17] (14/17 cooldown) =stats= elm totem of thorny skin 'Cyrerilaith' [power 17] (14/17 cooldown) =stats=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Str / +5 Dex / +3 Cun / +2 Con Infravision radius: +2 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of thorny skin [power 40] (14/17 cooldown) forceful yew totem of thorny skin [power 40] (14/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine 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 zircon 3 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
By Blackwater Park the Krog Marauder level 22
15th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Blackwater Park the Krog Marauder level 20
9th Allure 123rd year of Ascendancy at 22:15 see stats
By Blackwater Park the Krog Marauder level 24
25th Regrowth 123rd year of Ascendancy at 03:52 see stats
By Blackwater Park the Krog Marauder level 12
40th Dusk 122nd year of Ascendancy at 18:24 see stats
By Blackwater Park the Krog Marauder level 31
72nd Pyre 123rd year of Ascendancy at 10:41 see stats
By Blackwater Park the Krog Marauder level 20
9th Decay 122nd year of Ascendancy at 21:02 see stats
By Blackwater Park the Krog Marauder level 27
8th Pyre 123rd year of Ascendancy at 12:41 see stats
By Blackwater Park the Krog Marauder level 12
40th Dusk 122nd year of Ascendancy at 18:24 see stats
By Blackwater Park the Krog Marauder level 22
15th Regrowth 123rd year of Ascendancy at 04:43 see stats
By Blackwater Park the Krog Marauder level 10
25th Dusk 122nd year of Ascendancy at 01:24 see stats
By Blackwater Park the Krog Marauder level 20
8th Decay 122nd year of Ascendancy at 18:07 see stats
By Blackwater Park the Krog Marauder level 30
44th Pyre 123rd year of Ascendancy at 01:45 see stats
By Blackwater Park the Krog Marauder level 17
13rd Haze 122nd year of Ascendancy at 22:36 see stats
By Blackwater Park the Krog Marauder level 30
58th Pyre 123rd year of Ascendancy at 18:07 see stats
By Blackwater Park the Krog Marauder level 22
15th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Blackwater Park the Krog Marauder level 27
6th Pyre 123rd year of Ascendancy at 18:05 see stats
By Blackwater Park the Krog Marauder level 6
17th Dusk 122nd year of Ascendancy at 18:57 see stats
By Blackwater Park the Krog Marauder level 22
15th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Blackwater Park the Krog Marauder level 26
5th Pyre 123rd year of Ascendancy at 20:40 see stats
By Blackwater Park the Krog Marauder level 22
15th Regrowth 123rd year of Ascendancy at 08:08 see stats
By Blackwater Park the Krog Marauder level 16
78th Dusk 122nd year of Ascendancy at 05:01 see stats
Log
Curse of Death from Polydhekira the skeleton warrior hits Blackwater Park for 15 darkness damage.
Giant lightning ant hurls lightning at Blackwater Park!
Blackwater Park is invigorated by the attack!
Giant lightning ant hits Blackwater Park for 51 lightning damage.
Polydhekira the skeleton warrior is not stunned anymore.
Polydhekira the skeleton warrior uses Bone Armour.
A shield forms around Polydhekira the skeleton warrior.
Blackwater Park is invigorated by the attack!
Curse of Death from Polydhekira the skeleton warrior hits Blackwater Park for 38 darkness damage.
Yvalle the skeleton archer casts Sun Ray.
Blackwater Park is invigorated by the attack!
Blackwater Park loses sight!
Yvalle the skeleton archer hits Blackwater Park for 167 light damage.
Something performs a melee critical strike against Blackwater Park!
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park starts to bleed.
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Blackwater Park is invigorated by the attack!
Talent Flurry is ready to use.
Blackwater Park hits Something for (8 absorbed), 0 light, (7 absorbed), 0 mind, (6 absorbed), 0 darkness, (8 absorbed), 0 light, (14 absorbed), 0 mind, (6 absorbed), 0 darkness, (8 absorbed), 0 light, (14 absorbed), 0 mind, (6 absorbed), 0 darkness, (8 absorbed), 0 light, (14 absorbed), 0 mind, (6 absorbed), 0 darkness (0 total damage).
Bleeding from Polydhekira the skeleton warrior hits Blackwater Park for 36 physical damage.
Curse of Death from Polydhekira the skeleton warrior hits Blackwater Park for 37 darkness damage.
Something hits Blackwater Park for 242 physical, 9 darkness, 16 temporal, 109 physical, 152 blight, 9 darkness, 16 temporal, 85 blight (638 total damage).
Saving game...