












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 15 / 73% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 49.880369589297 (base 38) |
| Dexterity | 34.760739178594 (base 27) |
| Constitution | 60.760739178594 (base 40) |
| Magic | 36.880369589297 (base 27) |
| Willpower | 49.760739178594 (base 30) |
| Cunning | 40.760739178594 (base 32) |
Resources
| Life | 874/874 |
| Hate | 87/108 |
| Equilibrium | 30 |
| Psi | 386/386 |
| Healing Factor | 1.5994268386137 |
| Regeneration | 27.002193095127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +151.26801388134% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 13 |
| See Stealth | 80.500575797445 |
| See Invisible | 104.26131497604 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 55 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +20% |
| Nature | +6% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +15% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 59.85428821518 (100%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 29 |
| Physical Save | 48 |
| Spell Save | 48 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 52%( 70%) |
| All | + 39%( 70%) |
| Physical | + 52%( 75%) |
| Darkness | + 83%( 83%) |
| Light | + 48%( 70%) |
| Temporal | + 46%( 70%) |
| Mind | + 42%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 100% |
| Pinning Resistance | 20% |
| Confusion Resistance | 82% |
| Fear Resistance | 62% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Predator | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Rampage | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 2.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cursed / Shadows | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 2.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Psionic / Solipsism | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Endless hunt | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 2.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Slaughter | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Nightmare | 3.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Psionic / Feedback | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Mentalism | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 3.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 2.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cursed / Dark sustenance | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Antimagic | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Savage Hunter |
| talent | Repel |
| talent | Stalk |
| talent | Antimagic Shield |
| talent | Deflection |
| talent | Gloom |
| talent | Shadows Empathy |
| talent | Call Shadows |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.9)Penalty : Fractured Sanity: -7% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 69% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+51% global speed). Clarity |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +32 Darkness Resistance, +13% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% 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 34% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.9)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +18% damage against the undead. Power 2+: -1 Luck, +8 Strength, +8 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 6) when you fall below 51% health Power 4+: Reprieve from Death: Humanoids you slay have a 48% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 52 mind and 52 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 77 Mind damage, and deal 77 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You failed to protect the lone alchemist from death by Neruthra the poison ivy. Escort: lone alchemist (level 3 of Trollmire) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
Equipment
| On feet | Snowslicer (Shrouds) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 acid Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +15% cold Changes damage: +6% cold Life regen: +1.00 Healing mod.: +11% Curse of Shrouds A pair of boots made of leather. |
| Quiver | thought-forged pouch of steel shots of wind (Madness) (16/16, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Turns elapse between self-loadings: 6 On weapon hit: * 13% chance to reduce all saves and defense by 38 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 155 physical damage Travel speed: +200% Damage (Ranged): +5 mind Curse of Madness Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Shrouds It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Haledunahad the Corpsewyrd (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% mind / +6% nature Changes resistances penetration: +5% darkness / +15% mind Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Nakan (Corpses) (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lisithra the copper ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +6% darkness / +6% fire Mental save: +6 (+2 eff.) Blindness immunity: +10% Curse of Corpses Rings make your fingers look great! |
| On fingers | Branulach the copper ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Teleport immunity: +10% Equilibrium when hit: +0.12 Psi when hit: +0.04 Maximum psi: +10.00 Curse of Misfortune Rings make your fingers look great! |
| Around neck | stabilizing copper amulet (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +20% Curse of Corpses Amulets make your neck look great! |
| In main hand | Lelylin (Corpses) (12-16 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Changes stats: +4 Con / +2 Wil Infravision radius: +2 See invisible: +6 Curse of Corpses Blunt and deadly. |
| Around waist | Mighty Girdle (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Coral Spray (Madness) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
| Cloak | Forestwolf the linen cloak (Shrouds) (26 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +26 (+10 eff.) Damage when hit (Melee): 4 nature Changes stats: +2 Cun Maximum life: +30.00 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. |
| Main armor | steel plate armour 'Yvann' (Nightmares) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% acid / +6% mind / +5% arcane Mental save: +14 (+4 eff.) Life regen: +2.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +24.00 Spell crit. chance: +1% Healing mod.: +12% Curse of Nightmares A suit of armour made of metal plates. |
Inventory
regeneration infusion of the sneak (heal 199; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Cyrydann the Freezebraze (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Mag / +4 Cun / +3 Con Changes resistances: +3% cold Changes resistances penetration: +10% blight Changes damage: +12% cold Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +11 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
Yarolach the Thundercrypt (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +5 Dex / +3 Mag / +4 Cun / +3 Con Changes damage: +9% lightning Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Curse of Shrouds Amulets make your neck look great! |
marksman's steel ring of nature (+20%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% nature Changes damage: +10% nature Curse of Corpses Rings make your fingers look great! |
Rotvile (Nightmares) (24-37 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +12 Physical power: +9 (+3 eff.) Changes stats: +5 Con Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +5% arcane / +19% physical Changes damage: +6% arcane Disarm immunity: +22% Curse of Nightmares Massive two-handed battleaxes. |
Tyruigas (Corpses) (15-22 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 66% Damage (radius 1) on hit: +12 mind When wielded/worn: Changes resistances: +3% fire Stamina each turn: +1.00 Mental crit. chance: +3% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe (Corpses) (14-21 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
Gluwen the Tundravengeance (Misfortune) (18-23 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +4 cold When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +5 (+2 eff.) Changes resistances: +3% cold Changes resistances penetration: +7% acid / +15% cold / +5% nature Changes damage: +11% acid Disarm immunity: +24% Curse of Misfortune Sharp, short and deadly. |
Icesin (Corpses) (12-17 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 cold / +7 light / +8 mind Damage against: +5% Undead When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +13 Changes resistances: +6% cold Changes resistances penetration: +7% all / +7% physical Maximum hate: +2.00 Curse of Corpses Sharp, long, and deadly. |
Baledramnir the iron mace (Shrouds) (12-17 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 38 Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +1% physical / +3% mind / +3% darkness Reduces incoming crit damage: 10.00% Curse of Shrouds Blunt and deadly. |
Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Strikeshaper the vined mindstar (Misfortune) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Damage (Melee): 2 lightning / 3 physical / 2 cold / 2 acid / 3 fire Changes stats: +3 Wil Changes resistances: +2% lightning / +4% physical / +2% blight / +4% fire / +3% cold / +2% acid Changes damage: +3% lightning / +3% nature / +3% mind Talent granted: +1 Attune Mindstar Spell save: +4 (+0 eff.) Disease immunity: +11% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Anoraneg the ash magestaff (Madness) (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Changes damage: +18% arcane / +3% mind Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +21 (+5 eff.) Spell crit. chance: +8% Light radius: +6 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gloredavea the ash magestaff (Shrouds) (18-22 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +3% arcane / +18% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Vim when firing critical spell: +3.00 Maximum vim: +12.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +8% Damage Shield penetration: +30% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Nimbus's kiss (Misfortune) (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% lightning Changes damage: +15% lightning / +6% mind / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +15% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Phoenixdredge' (Nightmares) (19-23 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +15% fire / +10% temporal Changes damage: +19% light / +3% temporal Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +10% Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 64.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (Shrouds) (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Shrouds It can be used to activate talent Tidal Wave (costing 34 power out of 80/80) : Effective talent level: 1.0 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.72 cold damage and 4.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (Shrouds) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Skypierce (Madness) (12-16 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes resistances penetration: +20% lightning Critical mult.: +5.00% Curse of Madness One-handed war axes. |
Beugohek (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +3% fire Knockback immunity: +10% Maximum life: +32.00 Curse of Nightmares A belt that goes around your waist. |
Yarusahek the rough leather belt (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% blight / +9% acid Life regen: +0.70 Healing mod.: +16% Curse of Corpses A belt that goes around your waist. |
grounding rough leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Curse of Misfortune A belt that goes around your waist. |
steady iron gauntlets of dexterity (+2) (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +5 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Nightmares It can be used to activate talent Call Lightning (costing 7 power out of 30/30) : Effective talent level: 1.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.31 to 171.93 lightning damage (114.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Demonreign (Madness) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes resistances: +3% darkness Changes resistances penetration: +5% mind Psi each turn: +0.12 Equilibrium when hit: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Curse of Madness A pointy cloth hat, very wizardly... |
Zanasus the Airpunish (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% acid / +16% cold Changes resistances penetration: +5% lightning / +15% acid Changes damage: +11% cold Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
iron helm 'Cobrawinter' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 66% Changes resistances: +20% light / +10% darkness Changes damage: +6% nature Spell save: +3 (+0 eff.) Light radius: +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cinderquarry the iron mail armour (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Con Changes resistances: +3% physical Changes damage: +3% physical / +3% fire Physical save: +3 (+0 eff.) Maximum life: +21.00 Curse of Misfortune A suit of armour made of mail. |
Salurimira (Shrouds) (2 def, 8 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Con Changes resistances: +6% darkness / +3% temporal Maximum life: +21.00 Curse of Shrouds A suit of armour made of mail. |
iron mail armour (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Misfortune A suit of armour made of mail. |
Bokystir (Corpses) (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +17% lightning / +18% temporal Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+0 eff.) Maximum life: +20.00 Curse of Corpses A suit of armour made of leather. |
iron plate armour 'Icesmasher' (Nightmares) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +7 Fatigue: +22% Changes resistances: +11% nature / +11% blight Changes resistances penetration: +10% physical Critical mult.: +15.00% Curse of Nightmares A suit of armour made of metal plates. |
Ravenwing the steel shield (Nightmares) (0 def, 4 armour, 12-15 power, 40 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 10% chance to reduce damage dealt by 30% * reduce the cooldown of your ward talent by 1 Damage (Melee): +10 fire When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 1 fire Changes stats: +4 Str / +2 Dex Changes resistances: +11% fire Maximum wards: +4 lightning / +3 temporal / +4 darkness / +3 fire / +4 nature / +4 blight / +4 cold / +4 arcane / +4 light Changes resistances penetration: +10% darkness / +5% lightning Talents granted: +1 Ward +1 Block Curse of Nightmares Handheld deflection devices. |
iron shield 'Cloudsmash' (Madness) (0 def, 2 armour, 8-10 power, 20 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +12 cold When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 3 lightning Changes damage: +9% mind Talent granted: +1 Block Equilibrium when hit: +0.04 Curse of Madness Handheld deflection devices. |
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. |
sapper's iron pickaxe (Madness) (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Nightmares 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 zealot (Misfortune)Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+0 eff.) Light radius: +3 Curse of Misfortune 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. |
Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 85 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
thought-forged pouch of iron shots of accuracy (Madness) (12/12, 12-14 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.0 - 14.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Turns elapse between self-loadings: 6 On weapon hit: * 11% chance to reduce all saves and defense by 38 Damage (Ranged): +6 mind Curse of Madness Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+0 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron torque of psionic shield (Nightmares) [power 23] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Curse of Nightmares It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Ithkul the Krog Cursed level 10
11st Dusk 122nd year of Ascendancy at 03:20 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Ithkul the Krog Cursed level 9
10th Dusk 122nd year of Ascendancy at 15:34 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Ithkul the Krog Cursed level 6
78th Pyre 122nd year of Ascendancy at 03:28 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ithkul the Krog Cursed level 14
57th Haze 122nd year of Ascendancy at 18:24 see stats
Log
Ithkul's mind surges with critical power!
Ithkul receives 14 healing (23 psi heal) from Unnatural Body.
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
Shadow casts Phase Door.
Ithkul receives 12 healing (20 psi heal) from Unnatural Body.
Shadow casts Phase Door.
Ithkul is no longer attuned.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Wrath of the Wilds is ready to use.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).
Shadow casts Phase Door.
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.




































































































































































