Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Items Vault 1.7.6Donators/Buyers bonus! Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Embers of Rage 1.7.4Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Ashes of Urh'Rok 1.7.4Official 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Cursed |
Level / Exp | 27 / 78% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 27 on the 31st Regrowth 123rd year of Ascendancy at 17:04 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 36) |
Dexterity | 15 (base 10) |
Constitution | 17 (base 10) |
Magic | 11 (base 10) |
Willpower | 81 (base 58) |
Cunning | 48 (base 29) |
Resources
Life | -254/807 |
Hate | 100/100 |
Equilibrium | 48 |
Healing Factor | 1.322941519274 |
Regeneration | 10.91426753401 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Invisible | 3.0020430585864E-13 |
Offense: Mainhand
Damage | 71 |
Accuracy | 60 |
Crit Chance | 26% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 60 |
Crit Chance | 26% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Darkness | +6% |
Cold | +37% |
Lightning | +4% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +9% |
Acid | +5% |
Darkness | +5% |
Cold | +30% |
Physical | +10% |
Mind | +45% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 55.723073231957 (96.438666929426%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 24 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 36 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 10%( 70%) |
Physical | + 13%( 70%) |
Cold | + 23%( 70%) |
All | + 3%( 70%) |
Darkness | + 21%( 70%) |
Mind | + 9%( 70%) |
Fire | + 22%( 70%) |
Lightning | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 22% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Ivybeth (Nightmares) (20 def, 1 armour) Ivybeth (Nightmares) (20 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+8 eff.) Changes resistances penetration: +15% mind / +10% physical Physical save: +3 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +0.12 Healing mod.: +11% Curse of Nightmares A pair of boots made of leather. |
Light source | survivor's alchemist's lamp of the zealot survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gorothel the Frozennoon (Madness) (0 def, 4 armour) Gorothel the Frozennoon (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +3 Cun / +9 Wil Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +5% cold Mindpower: +4 (+1 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | restful hardened leather gloves of the nighthunter (Shrouds) (0 def, 2 armour) restful hardened leather gloves of the nighthunter (Shrouds) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +1 Cun Changes resistances: +7% darkness Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +12.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 darkness Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Cyroma the Deepsshine (dig speed 23 turns) Cyroma the Deepsshine (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +6% darkness Changes resistances penetration: +15% cold / +5% darkness / +15% mind Changes damage: +6% cold / +6% darkness / +6% mind Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of tenacity (Misfortune) copper ring of tenacity (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Curse of Misfortune Rings make your fingers look great! |
On fingers | copper ring 'Flarerune' (Corpses) copper ring 'Flarerune' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% fire Changes resistances penetration: +15% mind / +10% fire Stun/Freeze immunity: +22% Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Curse of Corpses Rings make your fingers look great! |
Around neck | Adessra the stralite amulet Adessra the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +3 Physical power: +30 (+9 eff.) Defense: +16 (+7 eff.) Changes stats: +14 Lck Changes resistances: +18% fire / +8% physical / +21% cold Stamina each turn: +0.70 Maximum stamina: +20.00 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
In main hand | pulsing mindstar of storms (Madness) (108% power, 32 apr, mind damage) pulsing mindstar of storms (Madness) (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Wil / +5 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +9% lightning Changes damage: +4% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Cyrutta the hardened leather belt (Misfortune) Cyrutta the hardened leather belt (Misfortune)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+3 eff.) Armour: +6 Changes stats: +4 Wil Changes resistances: +7% acid / +1% physical / +7% blight Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Maximum life: +65.00 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
In off hand | Eye of Winter (Nightmares) (94% power, 18 apr, cold damage) Eye of Winter (Nightmares) (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | linen cloak 'Nyldir' (Corpses) (1 def, 4 armour) linen cloak 'Nyldir' (Corpses) (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +1 (+1 eff.) Armour: +4 Defense: +1 (+0 eff.) Fatigue: -2% Damage when hit (Melee): 4 acid Changes resistances: +1% physical Changes resistances penetration: +5% acid Critical mult.: +20.00% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hazeshine (Misfortune) (0 def, 11 armour) Hazeshine (Misfortune) (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Str / +3 Con Changes resistances: +6% mind Changes damage: +9% acid / +21% cold / +3% mind Maximum life: +52.00 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (speed 675%; cd 10) movement infusion of the sneak (speed 675%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Glawe the gold amulet Glawe the gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +1 Wil Spell save: +15 (+7 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +10% Mindpower: +18 (+5 eff.) Amulets make your neck look great! |
cleansing copper amulet of mastery (0.11 Cursed / Gloom) cleansing copper amulet of mastery (0.11 Cursed / Gloom)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +12% blight Talent mastery: +0.11 Cursed / Gloom Poison immunity: +21% Disease immunity: +22% Amulets make your neck look great! |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
gold amulet 'Samizilazor' gold amulet 'Samizilazor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Damage when hit (Melee): 4 acid Changes resistances: +15% fire / +9% mind / +12% cold Reduces incoming crit damage: 15.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Barkterror the copper ring (Madness) Barkterror the copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +6% nature / +3% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Mental save: +6 (+3 eff.) Confusion immunity: +22% Curse of Madness Rings make your fingers look great! |
Infernorock the copper ring (Misfortune) Infernorock the copper ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +22% lightning / +3% light / +9% blight Changes damage: +11% lightning / +6% fire Curse of Misfortune Rings make your fingers look great! |
gold ring of light (+22%) (Corpses) gold ring of light (+22%) (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Curse of Corpses Rings make your fingers look great! |
Shantiz the Stormblade (Corpses) (111% power, 20 apr) Shantiz the Stormblade (Corpses) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical 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 Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Bloomsoul (Madness) (94% power, 13 apr, nature damage) Bloomsoul (Madness) (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 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 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 48 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. |
Eye of Summer (Misfortune) (94% power, 18 apr, fire damage) Eye of Summer (Misfortune) (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Kinetic Focus (Shrouds) (88% power, 18 apr, physical damage) Kinetic Focus (Shrouds) (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Kinetic energies are focussed in the core of this mindstar. |
Nuvon (Shrouds) (94% power, 24 apr, mind damage) Nuvon (Shrouds) (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 62% * 9% chance to reduce armor by 9% When wielded/worn: Armour: +2 Changes stats: +3 Cun Changes resistances: +9% mind / +6% nature Changes damage: +8% lightning / +11% fire / +7% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Spell save: +3 (+2 eff.) Pinning immunity: +10% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of life (Misfortune) (98% power, 24 apr, mind damage) horrifying thorny mindstar of life (Misfortune) (98% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 5 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +1.20 Maximum life: +13.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of resolve (Shrouds) (91% power, 24 apr, mind damage) thorny mindstar of resolve (Shrouds) (91% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomrend (Shrouds) Bloomrend (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Changes resistances: +3% darkness Changes damage: +3% cold Spell save: +9 (+5 eff.) Life regen: +0.70 Healing mod.: +10% Curse of Shrouds A belt that goes around your waist. |
Glacierpyre (Shrouds) Glacierpyre (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 cold Changes stats: +6 Mag Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +12% arcane Critical mult.: +11.00% Physical save: +8 (+4 eff.) Mana each turn: +0.19 Maximum mana: +40.00 Mindpower: +4 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
noble's rough leather belt of valiance (Misfortune) noble's rough leather belt of valiance (Misfortune)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage against: +19% Summoned Reduced damage from: +20% Summoned Mental save: +6 (+3 eff.) Maximum life: +47.00 Curse of Misfortune A belt that goes around your waist. |
Hurelach (Madness) (1 def, 0 armour) Hurelach (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Defense: +1 (+0 eff.) Changes stats: +6 Str / +3 Dex Only die when reaching: -20.00 life Maximum life: +30.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islubeth the Cracklewilter (Madness) (2 def, 0 armour) Islubeth the Cracklewilter (Madness) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% blight / +9% darkness / +13% nature / +6% lightning Changes resistances penetration: +10% lightning / +25% nature Changes damage: +9% darkness Life regen: +4.00 Healing mod.: +14% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shinebone' (Corpses) (1 def, 0 armour) linen cloak 'Shinebone' (Corpses) (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): 2 light Changes resistances: +3% mind Changes resistances penetration: +25% mind Maximum life: +30.00 Light radius: +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (Corpses) (1 def, 0 armour) linen cloak of the hunter (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +1 (+0 eff.) Fatigue: -4% Maximum life: +42.00 Maximum stamina: +11.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floetickler (Madness) (0 def, 3 armour) Floetickler (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +7 Cun / +3 Con Changes resistances: +3% fire Changes damage: +6% cold Life regen: +6.00 Healing mod.: +12% Curse of Madness A pair of boots made of leather. |
Gloreldarin (Misfortune) (0 def, 1 armour) Gloreldarin (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Fatigue: -4% Changes stats: +1 Dex Changes damage: +12% physical Critical mult.: +5.00% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Curse of Misfortune A pair of boots made of leather. |
Poryvena the pair of dwarven-steel boots (Corpses) (0 def, 4 armour) Poryvena the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Armour: +4 Fatigue: +3% Changes stats: +5 Str / +3 Cun / +3 Con Critical mult.: +10.00% Physical save: +14 (+7 eff.) Mental save: +14 (+6 eff.) Only die when reaching: -80.00 life Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zodan the pair of iron boots (Madness) (0 def, 3 armour) Zodan the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Changes stats: +2 Cun / +1 Con Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Mental save: +11 (+5 eff.) Mental crit. chance: +4% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour) Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Shrouds It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Sludgegrip (Corpses) (0 def, 0 armour) Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Corpses These gloves are coated with a thick, green liquid. |
Umbrawrecker (Misfortune) (0 def, 2 armour) Umbrawrecker (Misfortune) (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Effects on melee hit: * 12% chance to reduce all saves and defense by 34 * 10% chance to reduce damage dealt by 27% Damage (Melee): 7 cold / 17 darkness / 19 mind Changes stats: +4 Dex Changes resistances: +3% blight / +7% cold / +6% darkness Changes damage: +9% blight / +5% cold Mental save: -15 (-7 eff.) Mindpower: +5 (+1 eff.) When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Reproach (10% chance level 3). Damage (radius 2) on crit: +7 ice Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Aryhek' (Madness) (0 def, 15 armour) iron gauntlets 'Aryhek' (Madness) (0 def, 15 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +15 Fatigue: +1% Changes stats: +1 Con Changes resistances penetration: +15% physical Changes damage: +6% physical Mental save: +6 (+3 eff.) Maximum life: +43.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 109% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. radiant hardened leather gloves of sorrow (Madness) (0 def, 2 armour)radiant hardened leather gloves of sorrow (Madness) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to reduce all saves and defense by 34 Damage (Melee): 6 light / 15 mind / 15 darkness Changes resistances: +7% light Changes damage: +5% light Mental save: -13 (-6 eff.) Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Woeshine' (Madness) (0 def, 1 armour) rough leather gloves 'Woeshine' (Madness) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes resistances: +3% nature Changes resistances penetration: +5% lightning Changes damage: +9% darkness Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Confusion immunity: +20% When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adulrawen the iron helm (Corpses) (0 def, 3 armour) Adulrawen the iron helm (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Changes damage: +3% mind Allows you to breathe in: water Mental crit. chance: +7% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belidodin the cashmere wizard hat (Corpses) (2 def, 0 armour) Belidodin the cashmere wizard hat (Corpses) (2 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% blight / +6% fire / +8% nature Spell save: +6 (+3 eff.) Confusion immunity: +20% Maximum life: +100.00 Curse of Corpses A pointy cloth hat, very wizardly... |
Hellwinter (Misfortune) (0 def, 5 armour) Hellwinter (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +7 Con Changes resistances: +12% lightning / +15% fire / +18% mind Changes resistances penetration: +15% fire Changes damage: +3% fire Mental save: +17 (+7 eff.) Confusion immunity: +29% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying linen wizard hat of knowledge (Misfortune) (1 def, 0 armour) clarifying linen wizard hat of knowledge (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun / +3 Wil Mental save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
iron helm 'Lustrequeen' (Corpses) (0 def, 3 armour) iron helm 'Lustrequeen' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 light Changes resistances: +3% light Changes damage: +15% mind / +9% cold Physical save: +11 (+5 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Betowen' (Shrouds) (6 def, 10 armour) linen wizard hat 'Betowen' (Shrouds) (6 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Changes stats: +3 Str / +1 Dex Changes resistances: +6% lightning / +6% temporal Curse of Shrouds A pointy cloth hat, very wizardly... |
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. |
227 alchemist agate 227 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"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? |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Silomille the Blazestar Silomille the BlazestarInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Changes resistances: +9% fire Changes damage: +3% fire / +6% physical Critical mult.: +10.00% Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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 Darth Dakka the Halfling Cursed level 17
74th Dusk 122nd year of Ascendancy at 14:30 see stats
By Darth Dakka the Halfling Cursed level 10
4th Flare 122nd year of Ascendancy at 20:02 see stats
By Darth Dakka the Halfling Cursed level 23
12nd Regrowth 123rd year of Ascendancy at 02:51 see stats
By Darth Dakka the Halfling Cursed level 10
4th Flare 122nd year of Ascendancy at 20:01 see stats
By Darth Dakka the Halfling Cursed level 20
11st Haze 122nd year of Ascendancy at 01:53 see stats
By Darth Dakka the Halfling Cursed level 21
55th Haze 122nd year of Ascendancy at 23:24 see stats
By Darth Dakka the Halfling Cursed level 25
26th Regrowth 123rd year of Ascendancy at 22:55 see stats
By Darth Dakka the Halfling Cursed level 10
26th Dusk 122nd year of Ascendancy at 09:48 see stats
By Darth Dakka the Halfling Cursed level 24
13rd Regrowth 123rd year of Ascendancy at 03:39 see stats
By Darth Dakka the Halfling Cursed level 18
79th Dusk 122nd year of Ascendancy at 13:42 see stats
Log
Darth Dakka tries to evade attacks.
Darth Dakka uses Retch.
Darth Dakka VOMITS on the ground!
Something hits Darth Dakka for 217 physical damage.
Something hits Darth Dakka for 130 physical damage.
Something hits Darth Dakka for (23 rampage shugs off), 339 physical (339 total damage).
Darth Dakka has shrugged off 23 damage and is ready for more.
Darth Dakka's mind surges with critical power!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Lightning.
Darth Dakka's mind surges with critical power!
Darth Dakka attunes to the damage.
Mindrot hits Shadow for 0 mind, 0 darkness (0 total damage).
Mindrot hits Shadow for 0 mind, 0 darkness (0 total damage).
Mindrot hits Shadow for 0 mind, 0 darkness (0 total damage).
Shadow hits Darth Dakka for (34 antimagic), (23 rampage shugs off), 82 lightning (82 total damage).
Melee retaliation hits Shadow for 3 acid damage.
Shadow hits Darth Dakka for 3 physical damage.
Darth Dakka receives 34 healing from Darth Dakka's purging blight area effect.
Shadow receives 29 healing from Darth Dakka's purging blight area effect.
Shadow receives 29 healing from Darth Dakka's purging blight area effect.
Shadow receives 29 healing from Darth Dakka's purging blight area effect.
Ce'Nalema the copperhead snake uses Stone.
Shadow hits Darth Dakka for 348 physical damage.
Darth Dakka the level 27 halfling cursed was minced to death by a shadow on level 3 of Lake of Nur.