Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 26 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 8 on the 5th Mirth 122nd year of Ascendancy at 18:20 0 / 7Killed by thief at level 15 on the 12nd Haze 122nd year of Ascendancy at 14:19 Killed by Gybeth the yellow ooze at level 17 on the 27th Haze 122nd year of Ascendancy at 04:55 Killed by Ce'Nyleda the Guardian at level 24 on the 6th Allure 123rd year of Ascendancy at 00:13 Killed by Urkis, the High Tempest at level 24 on the 2nd Regrowth 123rd year of Ascendancy at 04:51 Killed by elven elite warrior at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 19:06 Killed by venom wyrm at level 26 on the 10th Regrowth 123rd year of Ascendancy at 23:20 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 94 (base 54) |
| Cunning | 89.6 (base 47) |
Resources
| Life | -24/472 |
| Hate | 100/100 |
| Equilibrium | 10 |
| Healing Factor | 0.67421795989534 |
| Regeneration | 52.709011668698 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 42.956400984343 |
| See Invisible | 50.956400984343 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 46 |
| Crit Chance | 33% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| All | +20% |
Defense: Base
| Armour (hardiness) | -1.7841265070194 (30%) |
| Defense | 13 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 33 |
| Mental Save | 43 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 37% |
| Fear Resistance | 44% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.43 nature damage per turn and decreasing all heals received by 29%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 77.93 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is corroded, reducing their accuracy by 15, their armor by 15, and their defense by 15. Corrode |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+42% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 34% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Smudrugen is feeding from venom wyrm. Feeding |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+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. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 black mamba head. * You've found the needed orc heart. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ritch stinger. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of phasing (Nightmares) (0 def, 3 armour) dreamer's pair of hardened leather boots of phasing (Nightmares) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +3 Mag Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Curse of Nightmares It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +3 Wil Critical mult.: +12.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ce'Nalle the linen wizard hat (Madness) (1 def, 0 armour) Ce'Nalle the linen wizard hat (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Wil Changes resistances penetration: +15% mind Changes damage: +12% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Madness A pointy cloth hat, very wizardly... |
| On hands | 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.) Curse of Corpses These gloves are coated with a thick, green liquid. |
| Tool | The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | mule's gold ring of the mind (+13%) (Misfortune) mule's gold ring of the mind (+13%) (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +13% mind Changes damage: +13% mind Maximum encumbrance: +23 Curse of Misfortune Rings can have magical properties. |
| On fingers | Wheel of Fate (Misfortune) Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +11 Wil / +7 Cun Changes resistances: +10% arcane Changes damage: +10% arcane Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+3 eff.) Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Can be unequipped or rerolled. Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | serendipitous steel amulet of strength (+5) serendipitous steel amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +6 (+6 eff.) Changes stats: +5 Lck / +3 Str Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Eye of Winter (Misfortune) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Misfortune) (8-8.8 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. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades 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 Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Rope Belt of the Thaloren (Shrouds) Rope Belt of the Thaloren (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | creative thorny mindstar (Misfortune) (9-9.9 power, 24 apr, nature damage) creative thorny mindstar (Misfortune) (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +14.00% Mindpower: +6 (+1 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. |
| Cloak | Destala's Scales (Nightmares) (10 def, 0 armour) Destala's Scales (Nightmares) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Nightmares It can be used to activate talent Dissolve (costing 20 power out of 1/20) : Effective talent level: 2.4 Power cost: 20 out of 1/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | shimmering woollen robe of the mind (+12%) (Shrouds) (0 def, 0 armour) shimmering woollen robe of the mind (+12%) (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% arcane / +12% mind Maximum mana: +37.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 270) healing infusion of the psychic (heal 270)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 467 over 5 turns) regeneration infusion of the psychic (heal 467 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 22%; cure magical) wild infusion of the psychic (resist 22%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 22%; cure mental) wild infusion of the titan (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (526.00 temporal damage, removed from time 4 turns) Rune of the Rift (526.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 628.69 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 9; power 32; dur 3)phase door rune of the wizard (range 9; power 32; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +12% fire Amulets can have magical properties. |
restful gold amulet of mastery (0.20 Cursed / Advanced shadowmancy) restful gold amulet of mastery (0.20 Cursed / Advanced shadowmancy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Talent mastery: +0.20 Cursed / Advanced shadowmancy Life regen: +1.70 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's gold amulet of mastery (0.14 Cursed / Fears)savior's gold amulet of mastery (0.14 Cursed / Fears) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.14 Cursed / Fears Physical save: +15 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Amulets can have magical properties. |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inertial Twine (Corpses) Inertial Twine (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% Curse of Corpses This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
copper ring (Shrouds) copper ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Shrouds Rings can have magical properties. |
gladiator's steel ring of corrosion (+22%) (Madness) gladiator's steel ring of corrosion (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +22% acid Changes damage: +11% acid Curse of Madness Rings can have magical properties. |
mule's copper ring of darkness (+22%) (Madness) mule's copper ring of darkness (+22%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +20 Curse of Madness Rings can have magical properties. |
sneakthief's steel ring of pilfering (Misfortune) sneakthief's steel ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+12 eff.) Armour penetration: +9 Defense: +9 (+8 eff.) Changes stats: +5 Cun / +5 Dex Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
titan's steel ring of the mind (+11%) (Madness) titan's steel ring of the mind (+11%) (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 (+3 eff.) Curse of Madness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold ring (Corpses)warrior's gold ring (Corpses) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Curse of Corpses Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of persecution (Madness) (21.5-32.25 power, 2 apr)steel battleaxe of persecution (Madness) (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage against: +12% Unnatural When wielded/worn: Changes stats: +5 Wil Curse of Madness Massive two-handed battleaxes. |
Swordbreaker (Madness) (25-32.5 power, 20 apr) Swordbreaker (Madness) (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+11 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Madness 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of crippling (Madness) (17.5-22.75 power, 7 apr)dwarven-steel dagger of crippling (Madness) (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (Nightmares) (38.5-57.75 power, 2 apr)dwarven-steel greatmaul (Nightmares) (38.5-57.75 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel mace of vileness (Corpses) (27-37.8 power, 4 apr)chilling dwarven-steel mace of vileness (Corpses) (27-37.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +19 blight / +15 cold Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Issodur' (Madness) (34-47.6 power, 4 apr)dwarven-steel mace 'Issodur' (Madness) (34-47.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +4 Dex / +2 Mag / +4 Cun / +5 Con Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (Shrouds) (27-37.8 power, 4 apr)dwarven-steel mace (Shrouds) (27-37.8 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Charged Focus (Corpses) (10-11 power, 24 apr, lightning damage)Charged Focus (Corpses) (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Curse of Corpses Electrical energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. Hare-Skin Sling (Nightmares)Hare-Skin Sling (Nightmares) Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+8 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. potent yew starstaff of fate (Shrouds) (23-27.6 power, 4 apr, darkness element)potent yew starstaff of fate (Shrouds) (23-27.6 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +23% darkness Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +5 (+2 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe (Misfortune) (19.5-27.3 power, 4 apr)warbringer's dwarven-steel waraxe (Misfortune) (19.5-27.3 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +14% Curse of Misfortune One-handed war axes. |
Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
Hathilathalar the rough leather belt (Misfortune) Hathilathalar the rough leather belt (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Con / +2 Wil Maximum encumbrance: +22 Light radius: +3 Infravision radius: +2 Curse of Misfortune A belt that goes around your waist. |
grounding rough leather belt of transcendence (Madness) grounding rough leather belt of transcendence (Madness)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Madness A belt that goes around your waist. |
hardened leather belt of unlife (Corpses) hardened leather belt of unlife (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
Blackflash the cashmere cloak (Corpses) (2 def, 0 armour) Blackflash the cashmere cloak (Corpses) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +25% nature Changes damage: +9% darkness Maximum life: +38.00 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. |
spellcowled cashmere cloak of the Shaloren (Shrouds) (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Wil / +3 Mag Spell save: +6 (+3 eff.) Maximum mana: +40.00 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. |
dreamer's woollen robe of light (+12%) (Misfortune) (0 def, 0 armour) dreamer's woollen robe of light (+12%) (Misfortune) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13% mind / +12% darkness / +18% light Changes damage: +12% light Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of lightning (+15%) (Misfortune) (2 def, 0 armour) slimy cashmere robe of lightning (+15%) (Misfortune) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Changes resistances: +15% lightning Changes damage: +10% lightning Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+18%) (Nightmares) (0 def, 0 armour) spellwoven woollen robe of darkness (+18%) (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% darkness Changes damage: +12% darkness Spell save: +17 (+8 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 1 armour) pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% Curse of Nightmares A pair of boots made of leather. |
Wyrmbreath (Misfortune) (0 def, 4 armour) Wyrmbreath (Misfortune) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Misfortune It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 116.27 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (Corpses) (0 def, 2 armour)dwarven-steel gauntlets (Corpses) (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (Corpses) (0 def, 0 armour) Aletta's Diadem (Corpses) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 232.79 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Amirig (Nightmares) (2 def, 0 armour) Amirig (Nightmares) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Defense: +2 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +4 Wil Changes resistances: +9% lightning Changes damage: +9% physical Physical save: +9 (+4 eff.) Maximum stamina: +25.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (Nightmares) (3 def, 8 armour)dwarven-steel mail armour (Nightmares) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (Shrouds) (3 def, 8 armour)dwarven-steel mail armour (Shrouds) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (Shrouds) (3 def, 6 armour)hardened leather armour of lightning resistance (Shrouds) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +17% lightning Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. coruscating dwarven-steel shield (Nightmares) (8 def, 2 armour, 87.5 block)coruscating dwarven-steel shield (Nightmares) (8 def, 2 armour, 87.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 12 fire Changes stats: +3 Str Changes resistances: +12% fire Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of lightning resistance (+15%) (Corpses) (8 def, 2 armour, 76 block)dwarven-steel shield of lightning resistance (+15%) (Corpses) (8 def, 2 armour, 76 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Changes resistances: +15% lightning Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (20/20, 30.5-42.7 power, 10 apr)quiver of yew arrows (20/20, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 alchemist agate 59 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
8 opal 8 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +22.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +7 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. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. thought-forged pouch of dwarven-steel shots of erosion (19/21, 34.5-41.4 power, 3 apr)thought-forged pouch of dwarven-steel shots of erosion (19/21, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 11% chance to cause random gloom Damage (Ranged): +11 mind / +10 nature / +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown)hateful dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. psionic dwarven-steel torque of clear mind [power 2] (10 cooldown)psionic dwarven-steel torque of clear mind [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
This item will automatically be transmogrified when you leave the level. shadowy yew wand of firewall [power 165] (6 cooldown)shadowy yew wand of firewall [power 165] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 197 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz 3 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. |
3 ametrine 3 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Smudrugen the Cornac Doomed level 22
68th Haze 122nd year of Ascendancy at 08:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Smudrugen the Cornac Doomed level 13
2nd Haze 122nd year of Ascendancy at 09:56 see stats
Exterminator
Killed 1000 creatures.By Smudrugen the Cornac Doomed level 17
26th Haze 122nd year of Ascendancy at 09:20 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smudrugen the Cornac Doomed level 24
4th Allure 123rd year of Ascendancy at 00:12 see stats
Level 10
Got a character to level 10.By Smudrugen the Cornac Doomed level 10
3rd Summertide 122nd year of Ascendancy at 23:13 see stats
Level 20
Got a character to level 20.By Smudrugen the Cornac Doomed level 20
38th Haze 122nd year of Ascendancy at 21:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Smudrugen the Cornac Doomed level 13
14th Dusk 122nd year of Ascendancy at 02:29 see stats
Size matters
Did over 600 damage in one attack.By Smudrugen the Cornac Doomed level 20
51st Haze 122nd year of Ascendancy at 15:12 see stats
The Arena
Unlocked Arena mode.By Smudrugen the Cornac Doomed level 12
11st Dusk 122nd year of Ascendancy at 02:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Smudrugen the Cornac Doomed level 21
62nd Haze 122nd year of Ascendancy at 19:17 see stats
The secret city
Discovered the truth about mages.By Smudrugen the Cornac Doomed level 24
10th Allure 123rd year of Ascendancy at 23:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Smudrugen the Cornac Doomed level 17
27th Haze 122nd year of Ascendancy at 03:14 see stats
Log
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm uses Corrosive Mist.
Venom wyrm resists the mind attack!
Venom wyrm uses Corrosive Mist.
Agony from Smudrugen hits Venom wyrm for 32 mind damage.
Smudrugen uses Focus Shadows.
The shadows converge on Carrion worm mass!
Talent Agony is ready to use.
Shadow casts Fade.
Shadow fades!
Venom drake hatchling is no longer maligned
You have deflected 17 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Shadow casts Fade.
Shadow fades!
Venom drake hatchling is corroded.
Venom drake hatchling is corroded.
Your hatred grows even as your life fades! (+4 hate)
Smudrugen is corroded.
Venom drake hatchling is corroded.
Venom drake hatchling is corroded.
Carrion worm mass is corroded.
Carrion worm mass is corroded.
Venom drake is corroded.
Venom wyrm is corroded.
Wretchling is corroded.
Venom wyrm is corroded.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
