









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 34 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 19 on the 53rd Dusk 122nd year of Ascendancy at 09:17 0 / 8Killed by Emalratta the sandworm destroyer at level 24 on the 79th Dusk 122nd year of Ascendancy at 06:19 Killed by Vorewe the elven cultist at level 25 on the 2nd Haze 122nd year of Ascendancy at 03:44 Killed by Veladhevea the Guardian at level 26 on the 64th Haze 122nd year of Ascendancy at 13:10 Killed by Glovea the armoured skeleton warrior at level 31 on the 35th Regrowth 123rd year of Ascendancy at 05:31 Killed by elven blood mage at level 33 on the 47th Regrowth 123rd year of Ascendancy at 16:25 Killed by Mayathra the dredge at level 34 on the 34th Pyre 123rd year of Ascendancy at 15:27 Killed by Cyrathra the temporal stalker at level 34 on the 34th Pyre 123rd year of Ascendancy at 15:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 57 (base 40) |
| Dexterity | 40 (base 38) |
| Constitution | 44 (base 26) |
| Magic | 14 (base 12) |
| Willpower | 27 (base 16) |
| Cunning | 52 (base 45) |
Resources
| Hate | 100/100 |
| Equilibrium | 0 |
| Life | -126/550 |
| Stamina | 261/261 |
| Psi | 76/280 |
| Healing Factor | 1.4783177570094 |
| Regeneration | 148.24863983901 |
Speed
| Mental | +30.42895843273% |
| Attack | 0% |
| Movement | +190.32644235008% |
| Spell | 0% |
| Global | +94.146160870819% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 75 |
| Accuracy | 51 |
| Crit Chance | 61% |
| APR | 43 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Fire | +6% |
| Physical | +53% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +33% |
| Arcane | +10% |
| Acid | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 47.5 (43.636363636364%) |
| Defense | 39 |
| Ranged Defense | 49 |
| Fatigue | 18 |
| Physical Save | 39.4 |
| Spell Save | 44.2 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 68%( 70%) |
| All | + 54%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 59%( 70%) |
| Physical | + 65%( 70%) |
| Fire | + 66%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 85% |
| Blind Resistance | 100% |
| Silence Resistance | 0% |
| Bleed Resistance | 70% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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 Willpower stat. |
| 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 324 life over 5 turns. Its effects scale with your Cunning 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 180 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 377 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Striking Stance |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 329.03 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 75.56 life per turn. Regeneration |
| beneficial effect | You gain 33% resistance against arcane. Resolve |
| detrimental effect | Huge cut that bleeds, doing 23.71 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+190% movement speed, +30% attack speed, +26% physical damage, +12 physical save, +12 mental save, 31/31 damage shrugged off this turn) Rampaging |
| beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-6% global speed). Solipsism |
| beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
| beneficial effect | The thrill of combat improves the target's maximum life by 6%, life regeneration by 18.27, and stamina regeneration by 3.65. Bloodbath |
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 | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost tinker from death by Layana the giant fire ant. Escort: lost tinker (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Isutha the barrow wight. Escort: lost warrior (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed ritch stinger. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stralite waraxe 'Aeredor' (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +23 Physical crit. chance: +12.0% Changes resistances: +6% light Changes resistances penetration: +13% physical Changes damage: +3% mind / +9% physical Critical mult.: +24.00% Physical save: +3 (+0 eff.) Spell save: +6 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
| Light source | Stormmight the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +5 Wil / +3 Cun / +3 Con Critical mult.: +14.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ebonytide the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold / +6% fire Changes damage: +15% darkness Critical mult.: +25.00% Mental save: +6 (+2 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 A hat made of leather. Very stylish. |
| Tool | Boltrain the steel torque of thermal psionic shield [power 59] (12/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% lightning Changes damage: +12% physical Maximum stamina: +20.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 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. |
| On fingers | steel ring 'Cuthyharakor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Mag Changes resistances: +4% physical Changes damage: +6% physical Stun/Freeze immunity: +28% Life regen: +1.60 Only die when reaching: -60.00 life Rings can have magical properties. |
| On fingers | steel ring 'Isidheda'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +14 Changes resistances: +6% lightning Mental save: +30 (+9 eff.) Poison immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +30% Life regen: +2.40 Only die when reaching: -60.00 life Rings can have magical properties. |
| Around waist | KilnvagrantInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +5% lightning / +9% temporal / +9% acid / +3% cold Changes damage: +6% fire Critical mult.: +7.00% Life regen: +1.20 Healing mod.: +14% A belt that goes around your waist. |
| Main armor | Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| On feet | Betukira the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% arcane / +15% temporal Critical mult.: +15.00% Spell save: +12 (+3 eff.) Maximum mana: +20.00 Infravision radius: +2 Damage Shield penetration: +20% A pair of boots made of leather. |
| On hands | Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Cloak | Relgolin (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +20% physical Life regen: +1.00 Stamina each turn: +0.40 Maximum life: +32.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elama the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +21% lightning / +6% nature Changes resistances penetration: +20% acid Spell save: +23 (+6 eff.) Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+12 for 9 turns, die at -338)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -338 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+12 for 8 turns, die at -381)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 8 turns. While Heroism is active, you will only die when reaching -381 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (24 nature damage, 26% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 24.00 nature damage per turn for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chalurach the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Dex / +7 Cun / +5 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Life regen: +0.60 Stamina each turn: +0.70 Maximum hate: +2.00 Movement speed: +10% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Emelessra the ScorpionwakeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +10 (+2 eff.) Changes stats: +8 Str / +8 Dex / +7 Cun / +8 Con Changes resistances: +30% lightning / +3% nature / +6% light Changes damage: +15% lightning Mental save: +9 (+3 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
VoressraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% cold / +30% fire / +6% darkness / +12% mind Changes damage: +15% fire Spell save: +30 (+8 eff.) Pinning immunity: +10% Rings can have magical properties. |
gold ring 'Betylaith'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +10 Cun / +6 Dex Changes resistances penetration: +10% mind Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Adivea the dwarven-steel battleaxe (34-51 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Damage when hit (Melee): 8 blight Changes damage: +3% blight Critical mult.: +17.00% Mana each turn: +0.12 Vim when firing critical spell: +3.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Polilegara the Crackledash (34-51 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 72% Wil Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +16 mind / +4 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 16 lightning Changes stats: +3 Cun / +5 Wil Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
dwarven-steel greatsword 'Bariyadar' (38.5-61.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +24 cold / +23 mind When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Mag / +5 Wil / +6 Cun / +4 Con Changes resistances penetration: +12% physical Critical mult.: +10.00% Disarm immunity: +26% Massive two-handed swords. |
Elowyn the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% blight / +6% mind Changes damage: +4% nature / +6% mind / +3% arcane Disease immunity: +11% Mindpower: +12 (+6 eff.) Mental crit. chance: +4% 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. |
Gloombrawn the vined mindstar (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction When wielded/worn: Changes stats: +4 Cun Changes resistances: +18% darkness Critical mult.: +26.00% Psi when hit: +0.04 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% 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. |
Kinetic Focus (6-6.6 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. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades 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 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Saluldawyn the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +16 acid When wielded/worn: Armour: +6 Physical save: +6 (+2 eff.) Poison immunity: +20% Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Life leech chance: +13% Life leech: +13% 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. |
living mindstar of resolve (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Physical save: +4 (+1 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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. |
Flameserpent the ash starstaff (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 18 fire Changes resistances: +6% acid / +15% fire Changes damage: +15% acid / +15% physical Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +11 (+4 eff.) Spell crit. chance: +2% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Myledil' (20-24 power, 4 apr, physical element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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% On weapon hit: * 20 arcane resource burn When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Str / +2 Mag Changes resistances: +12% darkness / +12% acid Changes damage: +20% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Sewertickler the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +16% acid / +7% fire / +25% cold / +8% lightning Changes resistances penetration: +10% nature Changes damage: +9% nature Disease immunity: +20% Stun/Freeze immunity: +20% A belt that goes around your waist. |
Unridobers the ChargewitherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 12 lightning Changes resistances: +9% lightning / +6% fire / +7% cold Mana when firing critical spell: +1.00 Maximum vim: +10.00 Spellpower: +8 (+3 eff.) Damage Shield penetration: +40% A belt that goes around your waist. |
Runesatir the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% light / +3% lightning Silence immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +5% Teleport immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Smolderking' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Con Changes resistances: +12% blight / +6% nature / +9% darkness Changes damage: +6% fire Physical save: +12 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +42 (+12 eff.) Blindness immunity: +10% Poison immunity: +15% A pair of boots made of leather. |
Belidradur (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind Changes stats: +5 Dex / +2 Cun / +2 Con Changes resistances penetration: +15% temporal Light radius: +3 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 167% On weapon hit: * 40% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 18 arcane resource burn Spell save: +13 (+3 eff.) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * 23% chance to reduce effective powers by 20% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Phoenixtickler the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +2 Armour: +4 Fatigue: +4% Changes stats: +10 Con Changes resistances: +14% cold Changes damage: +12% fire Allows you to breathe in: water Life regen: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poloyawen (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 acid Changes stats: +3 Cun / +3 Dex Changes resistances: +6% mind / +15% cold Changes damage: +6% acid Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+7 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 12%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour 'Sparkwilter' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 20 acid Changes resistances: +30% acid Changes resistances penetration: +5% lightning Changes damage: +3% acid Life regen: +1.30 Maximum life: +41.00 Healing mod.: +10% A suit of armour made of leather. |
4 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. |
696 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. |
6 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. |
2 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. |
3 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Durykath the Blazecutter (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% lightning / +5% nature Changes damage: +12% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 29/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (79 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
XybaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +2% physical Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% Light radius: +2 See stealth: +7 See invisible: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+1 eff.) 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 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. |
6 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. |
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. |
4 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. |
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. |
Achievements
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ashi the Cornac Adventurer level 33
50th Regrowth 123rd year of Ascendancy at 12:43 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Ashi the Cornac Adventurer level 31
33rd Regrowth 123rd year of Ascendancy at 08:34 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ashi the Cornac Adventurer level 7
4th Flare 122nd year of Ascendancy at 15:49 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Ashi the Cornac Adventurer level 34
58th Regrowth 123rd year of Ascendancy at 03:11 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ashi the Cornac Adventurer level 30
27th Regrowth 123rd year of Ascendancy at 15:19 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Ashi the Cornac Adventurer level 23
74th Dusk 122nd year of Ascendancy at 10:06 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ashi the Cornac Adventurer level 33
56th Regrowth 123rd year of Ascendancy at 14:15 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ashi the Cornac Adventurer level 28
19th Regrowth 123rd year of Ascendancy at 06:01 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Ashi the Cornac Adventurer level 10
3rd Dusk 122nd year of Ascendancy at 07:20 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Ashi the Cornac Adventurer level 20
53rd Dusk 122nd year of Ascendancy at 11:12 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Ashi the Cornac Adventurer level 30
27th Regrowth 123rd year of Ascendancy at 08:47 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ashi the Cornac Adventurer level 27
68th Haze 122nd year of Ascendancy at 19:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Ashi the Cornac Adventurer level 7
10th Flare 122nd year of Ascendancy at 04:18 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Ashi the Cornac Adventurer level 14
35th Dusk 122nd year of Ascendancy at 09:08 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ashi the Cornac Adventurer level 27
4th Regrowth 123rd year of Ascendancy at 20:32 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Ashi the Cornac Adventurer level 23
75th Dusk 122nd year of Ascendancy at 16:13 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Ashi the Cornac Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 15:37 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Ashi the Cornac Adventurer level 34
34th Pyre 123rd year of Ascendancy at 15:28 see stats
Log
Ashi shrugs off the critical damage!
Your hatred grows even as your life fades! (+4 hate)
Ashi is invigorated by the attack!
Ashi converts some damage to Psi!
Cyrathra the temporal stalker hits Ashi for (20 to psi shield), (30 resist armour), 16 to psi, 25 fire (42 total damage).
Your hatred grows even as your life fades! (+4 hate)
Ashi is invigorated by the attack!
Ashi has shrugged off 31 damage and is ready for more.
Ashi is no longer toxic to arcane users.
Ashi's Beyond the Flesh performs a melee critical strike against Mayathra the dredge!
Ashi converts some damage to Psi!
Ashi's Beyond the Flesh hits Mayathra the dredge for 92 physical, 10 fire (103 total damage).
Ashi's Beyond the Flesh hits Dredgling for 12 fire damage.
Bleeding from Adulle the temporal stalker hits Ashi for (8 resist armour), 0 physical (0 total damage).
Burning from Adulle the temporal stalker hits Ashi for (19 to psi shield), (30 resist armour), 15 to psi, 24 fire (40 total damage).
Insidious Poison from Weaver matriarch hits Mayathra the dredge for 33 nature damage.
Mayathra the dredge misses Ashi.
Ashi performs a melee critical strike against Mayathra the dredge!
Ashi uses Destroy Magic.
You feel your rampage slowing down. (-1 duration)
Ashi shrugs off the critical damage!
Your hatred grows even as your life fades! (+6 hate)
Ashi is invigorated by the attack!
Ashi converts some damage to Psi!
Something hits Ashi for (25 to psi shield), (30 resist armour), 27 to psi, 43 arcane (70 total damage).
Ashi hits Mayathra the dredge for 154 physical, 0 arcane (155 total damage).
Cyrathra the temporal stalker casts Lightning.
Your hatred grows even as your life fades! (+4 hate)
Saving game...






































































































