

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Merchant on the Map 1.7.0Places 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. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Ashes of Urh'Rok 1.7.3Official 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 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.7.0Allows 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. Forbidden Cults 1.7.3Official 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 | Madness Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 29 / 93% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 688.23718166703 (base 57) |
Dexterity | 666.47436333406 (base 57) |
Constitution | 573.47436333406 (base 57) |
Magic | 256.23718166703 (base 57) |
Willpower | 113.47436333406 (base 57) |
Cunning | 331 (base 57) |
Resources
Mana | 499065/499085 |
Negative | 500044/500044 |
Life | 15498/15498 |
Paradox | 300 |
Soul | 499998/500008 |
Steam | 500252/500252 |
Hate | 7860/500000 |
Equilibrium | 65 |
Vim | 500236/500268 |
Insanity | 0/100 |
Positive | 499999/499999 |
Stamina | 499599/500055 |
Psi | 500059/500059 |
Healing Factor | 2.5 |
Regeneration | 682.2115954252 |
Speed
Mental | +107.27006109774% |
Attack | +41.521031612694% |
Movement | +953.5004631165% |
Spell | +75.749029485042% |
Global | +292.5730712541% |
Vision
Sight | 10 |
Lite | 28 |
Infravision | 32 |
See Stealth | 836.07089514844 |
See Invisible | 1211.1889949143 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 2618 |
Accuracy | 290 |
Crit Chance | 925% |
APR | 205 |
Speed | 0.48 |
Offense: Offhand
Damage | 3428 |
Accuracy | 290 |
Crit Chance | 929% |
APR | 201 |
Speed | 0.48 |
Offense: Spell
Spellpower | 297 |
Crit Chance | 100% |
Speed | 0.56899318473057 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 209 |
Crit Chance | 100% |
Speed | 0.7066087553239 |
Offense: Damage Bonus
Acid | +42% |
Blight | +104% |
Arcane | +46% |
Cold | +133% |
All | 0% |
Physical | +128% |
Lightning | +384% |
Light | +422% |
Temporal | +23% |
Mind | +10% |
Darkness | +534% |
Fire | +686% |
Nature | +62% |
Offense: Damage Penetration
Acid | +73% |
Blight | +73% |
Arcane | +85% |
Cold | +198% |
All | +25% |
Physical | +173% |
Lightning | +133% |
Light | +85% |
Temporal | +45% |
Mind | +55% |
Darkness | +143% |
Fire | +173% |
Nature | +73% |
Defense: Base
Armour (hardiness) | 2540.2338277875 (100%) |
Defense | 330 |
Ranged Defense | 353 |
Fatigue | 0 |
Physical Save | 245 |
Spell Save | 285 |
Mental Save | 156 |
Defense: Resistances
Acid | + 72%( 72%) |
Blight | + 72%( 72%) |
Arcane | + 72%( 72%) |
Cold | + 72%( 72%) |
All | +242%( 72%) |
Physical | + 79%( 79%) |
Lightning | + 72%( 72%) |
Light | + 72%( 72%) |
Temporal | + 72%( 72%) |
Mind | + 72%( 72%) |
Darkness | + 89%( 89%) |
Fire | + 72%( 72%) |
Nature | + 72%( 72%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 88% |
Poison Resistance | 97% |
Blind Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Teleport Resistance | 92% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Demented / Oblivion | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Eradication | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 10.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Throwing knives | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Possession | 10.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Age of dusk | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 11.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 9.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Ambush | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Tactical | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Avoidance | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Mecharachnid | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Radiance | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Glacial waste | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Gestalt | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Death | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Master of flesh | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 10.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Earthen vines | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom covenant | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Doom | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 10.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 10.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 10.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 10.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 10.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 10.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fungus | 10.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 10.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Calamity | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic strength | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Eternal Night |
talent | Shadow Combat |
talent | Infestation |
talent | Keen Senses |
talent | Savage Hunter |
talent | Flame of Urh'Rok |
talent | Weapon of Light |
talent | Arcane Power |
talent | Channel Pain |
talent | Pure Aether |
talent | Grand Oration |
talent | Mental Tyranny |
talent | Reaping |
talent | Volatile Poison |
talent | Melting Point |
talent | Kinetic Shield |
talent | Atrophy |
talent | Gloom |
talent | Fiery Hands |
talent | Utterly Destroyed |
talent | Aura of Undeath |
talent | Furnace |
talent | Stone Vines |
talent | Crystalline Focus |
talent | Disintegration |
talent | Spellcraft |
talent | Hymn of Detection |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Kinetic Aura |
talent | Apply Poison |
talent | Revelation |
talent | Probability Travel |
talent | Forge Shield |
talent | Overkill |
talent | Searing Sight |
talent | Discarded Refuse |
talent | Daunting Presence |
talent | Burning Wake |
talent | Wildfire |
talent | Eldritch Infusion |
talent | Dreamforge |
talent | Shards |
talent | Blood Vengeance |
talent | Tale of Destruction |
talent | Augmentation |
talent | Automated Cloak Tessellation |
talent | Arcane Combat |
talent | Energy Alteration |
talent | Matter Weaving |
talent | Weapon Folding |
talent | Glyphs |
talent | Embedded Restoration Systems |
talent | Thunderstorm |
talent | Chant of Resistance |
talent | Precise Strikes |
talent | Arcane Feed |
talent | Hiemal Shield |
talent | Premonition |
talent | Hymn Nocturnalist |
talent | Crippling Poison |
talent | Feather Wind |
talent | Hurricane |
talent | Shattering Impact |
talent | Eternal Suffering |
talent | Pace Yourself |
talent | Grim Shadow |
talent | Shattered Mind |
talent | Bone Shield |
talent | Bleak Outcome |
talent | Jinxed Touch |
talent | Abyssal Shield |
talent | Phantasmal Shield |
talent | Exploit Weakness |
talent | Defensive Posture |
talent | Absorb Life |
talent | Spikes of Decrepitude |
talent | Quickdraw |
talent | Elemental Discord |
talent | Never Stop Running |
talent | Shadow Feed |
talent | Lucid Dreamer |
talent | Twofold Curse |
talent | Mitosis |
talent | Incendiary Grenade |
talent | Phase Pulse |
talent | Lightning Infusion |
talent | Shield Wall |
talent | Temporal Hounds |
talent | Shock Hands |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Thermal Aura |
talent | Range Amplification Device |
talent | Shadow Decoy |
talent | Golden Age of Necromancy |
talent | Uttercold |
talent | Thermal Shield |
talent | Gestalt |
talent | Suffer For Me |
talent | Tempest |
talent | Weapon of Wrath |
talent | Second Life |
talent | Corona |
talent | Onslaught |
talent | Essence of Speed |
talent | Living Lightning |
talent | Rocket Pod |
talent | Erupting Shadows |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 12.2)Penalty : Fractured Sanity: -3% Mind Resistance, -3% Confusion Immunity Power 1+: Unleashed: +37% critical damage, +28% off-hand weapon damage Power 2+: -1 Luck, +23 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 142% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.3% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Steampower increased by 299. Gestalt |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (3.7 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 125% faster. 1 Celerity |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+66% resist all). Shroud of Passing |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 48% and triggers a radius 10 conal explosion dealing 94% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 12.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +26% damage against the undead. Power 2+: -1 Luck, +12 Strength, +12 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 10) when you fall below 55% health Power 4+: Reprieve from Death: Humanoids you slay have a 56% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The thrill of combat improves the target's maximum life by 35%, life regeneration by 103.31, and stamina regeneration by 20.66. Bloodbath |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 11.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 2% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +21 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 144 mind and 829 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 19 nightmare (summon Terrors and chances to slow, deal 241 Mind damage, and deal 1389 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Linked to their horror ally gaining 72% all damage resistance. Shared Insanity |
beneficial effect | The target stands strong, increasing all resistances by 11.0% and resistance caps by 2.3%. Eternal Warrior |
beneficial effect | Has 19 throwing knives prepared: 19 KnivesRange: 9 Net Damage: 3523 - 4932 Accuracy: 307 (knife) APR: 244 Crit Chance: +1015% Crit mult: 1159% Uses Stats: 40% Wil, 50% Mag, 220% Cun |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 14.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 2%) for 4 turns. Power 1+: Nightwalker: +57 Darkness Resistance, +17% Max Darkness Resistance, +30 See Invisible Power 2+: -1 Luck, +27 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 66% 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 66% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed bear paw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Equipment
Psionic focus | ![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloom Heal (costing 6 power out of 40/40) : Effective talent level: 2.5 Power cost: 6 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 64 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Quiver | ![]() Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Wil, 50% Mag, 220% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow Curse of Nightmares You find yourself constantly fighting an urge to handle this strange pouch of shot. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 137% Cun, 137% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Madness Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Corpses 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 | ![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +4% Changes stats: +5 Con / +16 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Indomitable (costing 9 power out of 60/60) : Effective talent level: 2.5 Power cost: 9 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 have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 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. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +38% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Shrouds "It's a treacherous road to the top of the world." |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 2 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +9 Changes stats: +7 Str / +14 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +21 (+1 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +8% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +15 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Corpses "Lock your soul away, and death will never reach you." |
In main hand | ![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+1 eff.) Spellpower: +20 (+1 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 150 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +13 Defense: +16 (+1 eff.) Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +23 (+1 eff.) Curse of Madness A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 282% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talents granted: +5 Flash Block +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +13 Defense: +5 (+0 eff.) Changes stats: +10 Str / +8 Dex / +7 Con Changes resistances: +9% cold / +3% temporal Changes resistances penetration: +10% temporal / +5% cold Changes damage: +15% temporal Talent mastery: +0.40 Technique / Combat training Critical mult.: +14.00% Stealth bonus: +11 Spell save: +16 (+1 eff.) Stamina each turn: +1.10 Maximum life: +52.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Shrouds Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 331% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 331% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 40% Wil, 68% Cun, 50% Mag Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Shrouds A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 50% Mag, 242% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 168% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+0 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 40% Wil, 154% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 55% Mag, 178% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Curse of Misfortune Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 40% Wil, 68% Cun, 50% Mag Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Curse of Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Mag, 171% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+1 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+1 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Nightmares This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 331% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% Curse of Nightmares This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 355% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 331% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Shrouds Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 353% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 75 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+0 eff.) Curse of Misfortune A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stats: 282% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+0 eff.) Curse of Misfortune It can be used to activate talent Rush (costing 3 power out of 25/25) : Effective talent level: 45.4 Power cost: 3 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 7 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 282% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 282% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Nightmares A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 60% Wil, 180% Cun, 50% Mag Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 2 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Corpses This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+1 eff.) Spell crit. chance: +15% Curse of Corpses An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Nightmares Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Devouring Flame (costing 8 power out of 80/80) : Effective talent level: 45.4 Power cost: 8 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 3255.65 fire damage in a radius of 15 each turn for 23 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical Curse of Shrouds It can be used to activate talent Bone Grab (costing 3 power out of 30/30) : Effective talent level: 35.4 Power cost: 3 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 20 turns. The bone will also deal 3019.49 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+0 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Misfortune Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 379% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% blight / +35% fire / +35% physical Reduce damage by fixed amount: +25 blight / +25 fire / +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +24% acid / +24% physical / +24% blight Changes damage: +31% acid / +31% physical / +31% blight Demon status: alive (100% life). The seed of a demon. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 12 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 6382.75 fire damage (based on Magic) Activation costs 8 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 306% of the healing done. This effect scales with your Magic stat. Activation costs 12 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 31 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. |
![]() Powered 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. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 220% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud Curse of Nightmares In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() Infused 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 (+1 eff.) Curse of Corpses 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 4 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. |
![]() 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Immastra the Ogre Adventurer level 29
1st Summertide 122nd year of Ascendancy at 03:05 see stats
By Immastra the Ogre Adventurer level 29
1st Flare 122nd year of Ascendancy at 22:37 see stats
By Immastra the Ogre Adventurer level 29
1st Flare 122nd year of Ascendancy at 22:37 see stats
By Immastra the Ogre Adventurer level 10
75th Pyre 122nd year of Ascendancy at 10:34 see stats
By Immastra the Ogre Adventurer level 20
8th Mirth 122nd year of Ascendancy at 20:26 see stats
By Immastra the Ogre Adventurer level 8
75th Pyre 122nd year of Ascendancy at 08:54 see stats
By Immastra the Ogre Adventurer level 5
74th Pyre 122nd year of Ascendancy at 22:08 see stats
By Immastra the Ogre Adventurer level 3
74th Pyre 122nd year of Ascendancy at 11:57 see stats
By Immastra the Ogre Adventurer level 8
75th Pyre 122nd year of Ascendancy at 08:54 see stats
By Immastra the Ogre Adventurer level 24
9th Mirth 122nd year of Ascendancy at 15:08 see stats
By Immastra the Ogre Adventurer level 13
75th Pyre 122nd year of Ascendancy at 15:46 see stats
By Immastra the Ogre Adventurer level 27
9th Mirth 122nd year of Ascendancy at 22:10 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Vision is ready to use.
Rested for 35 turns (stop reason: all resources and life at maximum).
Immastra casts Vision.
Shadow casts Phase Door.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
A psionic shield forms around Immastra.
Immastra vanishes from sight.
Immastra no longer revels in blood quite so much.
Immastra deactivates her cloak's restoration systems.
The furious lightning storm around Immastra calms down and disappears.