











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
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 | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 19 / 59% |
| Size | big |
| Lifes / Deaths | Killed by Liseldanor the degenerated skeleton warrior at level 11 on the 21st Dusk 122nd year of Ascendancy at 02:10 0 / 6Killed by Eilinedhebeth the giant black ant at level 18 on the 58th Dusk 122nd year of Ascendancy at 06:11 Killed by bloated ooze at level 18 on the 58th Dusk 122nd year of Ascendancy at 08:08 Killed by ritch flamespitter at level 19 on the 59th Dusk 122nd year of Ascendancy at 09:12 Killed by war hound at level 19 on the 59th Dusk 122nd year of Ascendancy at 11:07 Killed by Xanirathra the giant lightning ant at level 19 on the 59th Dusk 122nd year of Ascendancy at 23:56 |
Primary Stats
| Strength | 34 (base 24) |
| Dexterity | 32 (base 16) |
| Constitution | 32 (base 25) |
| Magic | 12 (base 10) |
| Willpower | 37 (base 38) |
| Cunning | 12 (base 10) |
Resources
| Life | -142/596 |
| Hate | 100/100 |
| Healing Factor | 1.3568340246485 |
| Regeneration | 0.33920850616211 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 54 |
| Crit Chance | 2% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 54 |
| Crit Chance | 6% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +6% |
| Blight | +5% |
| Physical | +7% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.151787968034%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 22 |
| Physical Save | 27 |
| Spell Save | 41 |
| Mental Save | 24 |
Defense: Resistances
| Arcane | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 0% |
| Silence Resistance | 22% |
| Confusion Resistance | 40% |
| Fear Resistance | 18% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 345 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. 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 orc heart. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed vial of wight ectoplasm. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Loravor the Stormwell (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 10 arcane Changes resistances: +5% arcane / +3% lightning Changes damage: +3% lightning Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ErelilenInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +1 Con Changes resistances: +1% physical Changes damage: +3% physical Mental save: +5 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ereluleg (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +5% Changes stats: +2 Str / +4 Dex / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand iron gauntlets of dexterity (+3) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Xerayatta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes resistances: +5% arcane Spell save: +12 (+4 eff.) Mindpower: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% fire / +15% cold Amulets make your neck look great! |
| In main hand | Toreleg the Wintershaper (Corpses) (44-65 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +12 nature Damage (radius 1) on hit: +12 cold When wielded/worn: Changes resistances: +6% cold Changes damage: +6% light Curse of Corpses Massive two-handed mauls. |
| Around waist | Rhedemas the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+2 eff.) Changes stats: +2 Str / +7 Dex Only die when reaching: -20.00 life Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | balanced steel dagger of massacre (Madness) (19-25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +21% Curse of Madness Sharp, short and deadly. |
| Cloak | Ivureth (Corpses) (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +17 (+7 eff.) Changes resistances: +1% physical / +5% arcane / +3% mind Physical save: +5 (+3 eff.) Spell save: +9 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (Misfortune) (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Misfortune Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the titan (heal 145; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.wizard's steel ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.slime-covered steel battleaxe of amnesia (Nightmares) (22-32 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2 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% On weapon hit: * 7% chance to slow global speed by 51% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Nightmares Massive two-handed battleaxes. |
balanced stralite dagger of erosion (Shrouds) (28-37 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +9 (+4 eff.) Disarm immunity: +20% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Eilinora (Nightmares) (42-63 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 25 Damage (Melee): +7 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes damage: +6% blight / +15% arcane Only die when reaching: -60.00 life Healing mod.: +15% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Eilinibrenor (Madness) (36-58 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +15 Wil / +5 Cun / +12 Con Maximum life: +34.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Curse of Madness Massive two-handed swords. |
thought-forged steel greatsword of massacre (Misfortune) (32-51 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 25 Damage (Melee): +7 mind When wielded/worn: Changes stats: +5 Cun / +2 Wil Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Cystzeal (Corpses) Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to slow global speed by 51% Damage (Ranged): +4 nature When wielded/worn: Physical power: +8 (+3 eff.) Effects on ranged hit: * 20% chance to slow global speed by 51% Changes stats: +3 Str / +3 Dex Changes resistances: +12% acid / +12% lightning / +15% fire / +14% cold / +5% all Spell save: +8 (+3 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Eremuyon the Rootvenom (Misfortune) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to slow global speed by 51% When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +12 Effects on ranged hit: * 10% chance to slow global speed by 51% Changes resistances: +2% physical Changes resistances penetration: +8% all Silence immunity: +20% Life regen: +4.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Gilyromirin (Madness) (22-31 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (radius 1) on hit: +12 temporal Damage (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 6 temporal Changes resistances: +6% mind Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Beturann the dwarven-steel mace (Misfortune) (28-39 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% blight Physical save: +6 (+3 eff.) Mental save: +9 (+5 eff.) Cut immunity: +20% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace (Corpses) (14-19 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace (Misfortune) (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace (Nightmares) (14-19 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of persecution (Misfortune) (12-18 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Wil Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Bloomsoul (Madness) (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 26 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level.blooming vined mindstar of life (Misfortune) (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. 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% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +13.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +12 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. |
This item will automatically be transmogrified when you leave the level.creative vined mindstar (Shrouds) (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.creative vined mindstar of balance (Misfortune) (5-6 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: 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% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Physical save: +3 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+2 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. |
This item will automatically be transmogrified when you leave the level.projecting vined mindstar of balance (Madness) (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +9% lightning / +9% fire / +9% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar 'Oozewedge' (Shrouds) (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Changes resistances: +9% lightning / +3% fire / +6% nature / +3% light Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +24 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Ichornoon (Nightmares) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +16 nature When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 51% Changes stats: +3 Cun Changes resistances penetration: +10% nature / +6% physical Critical mult.: +10.00% Mental save: +3 (+2 eff.) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather sling 'Bogwrecker' (Nightmares) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to slow global speed by 51% Damage (radius 1) on hit: +4 nature / +8 cold Damage (radius 2) on crit: +12 darkness When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +5% darkness Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.earthen ash starstaff of might (Misfortune) (15-18 power, 3 apr, light 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +3 (+2 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff (Madness) (20-24 power, 4 apr, cold element) Requires: - Magic 24 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Aerunor' (Shrouds) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +35% blight Changes damage: +3% blight / +20% darkness / +15% mind Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +9 (+8 eff.) Spell crit. chance: +8% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.fungal iron steamgun of dampening (Shrouds) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes resistances: +8% acid / +8% lightning / +9% fire / +9% cold / +3% all Talent mastery: +0.10 Wild-gift / Fungus Spell save: +6 (+2 eff.) Curse of Shrouds It can be used to regenerate 72 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Garak the Nightscar (Misfortune) (20-29 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 20% Damage (Melee): +4 mind When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+4 eff.) Changes resistances: +12% darkness Changes resistances penetration: +15% light Changes damage: +12% mind Disarm immunity: +24% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balanced steel waraxe of phasing (Shrouds) (14-19 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +27% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.cashmere cloak 'Hailpiercer' (Nightmares) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 2 acid / 6 cold Changes resistances: +6% cold Changes resistances penetration: +10% cold Changes damage: +15% acid Critical mult.: +16.00% Stealth bonus: +7 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Maluhell the Stormclash (Nightmares) (3 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 lightning / 4 light Changes resistances: +21% acid / +9% all Changes damage: +14% acid / +12% lightning Physical save: +17 (+9 eff.) Mental save: +17 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Zuboyada' (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +2 Cun / +2 Str Changes resistances: +11% all Changes damage: +10% arcane Mental save: +9 (+5 eff.) Maximum mana: +31.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven woollen robe of the mountain (+12%) (Nightmares) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mental save: +18 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant woollen robe (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +8% nature Poison immunity: +20% Disease immunity: +22% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of the mountain (+11%) (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +11% physical Changes damage: +11% physical Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.grounding pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.60 Maximum stamina: +12.00 Spellpower: +5 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Glimmerspar (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes stats: +1 Dex Changes resistances: +7% lightning / +9% light Changes resistances penetration: +25% light Changes damage: +5% lightning / +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 133.67 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Spell save: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Blazeseam the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 4 mind Changes stats: +5 Str / +5 Wil Changes resistances: +3% cold / +7% physical Changes resistances penetration: +20% fire Changes damage: +6% mind Physical save: +10 (+5 eff.) Spell save: +15 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Lightningstreak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% acid / +6% lightning Changes damage: +14% acid / +3% temporal Infravision radius: +3 See invisible: +21 A pointy cloth hat, very wizardly... |
Moldnail the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Mag / +3 Wil Changes resistances: +6% nature / +6% cold Allows you to breathe in: water Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Umbrapain the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes stats: +6 Dex Changes resistances penetration: +5% darkness Stamina when hit: +1.00 Equilibrium when hit: +1.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Airwill' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% nature Changes resistances penetration: +20% lightning Changes damage: +13% nature Spell save: +9 (+3 eff.) Cut immunity: +10% Only die when reaching: -40.00 life Infravision radius: +1 See invisible: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Dawnreign (Shrouds) (3 def, 19 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 light / 8 mind Changes damage: +12% light Mental save: +6 (+3 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.04 Mental crit. chance: +3% Curse of Shrouds A suit of armour made of mail. |
Iron Mail of Bloodletting (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Madness Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour (Misfortune) (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic steel mail armour of stability (Shrouds) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% physical / +11% light / +11% darkness Physical save: +12 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Eel-skin armour (Misfortune) (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+7 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Misfortune It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.98 to 140.93 lightning damage (93.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level.cured leather armour 'Cuthirin' (Corpses) (12 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+5 eff.) Fatigue: +7% Changes stats: +7 Str / +10 Dex Changes resistances: +3% lightning / +17% fire / +6% nature / +9% blight Physical save: +12 (+6 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of clarity (Madness) (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +5% mind Mental save: +12 (+6 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Samolar' (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +6% mind / +6% darkness Mental save: +14 (+7 eff.) Silence immunity: +20% Mana each turn: +0.16 Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel shield of lightning resistance (+17%) (0 def, 4 armour, 14-16 power, 41 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Mayema the Lavaream (19/19, 38-53 power, 16 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 38.0 - 53.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +8.0% Capacity: 19 Travel speed: +200% Damage (Ranged): +12 fire Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +20 mind / +8 fire Arrows are used with bows to pierce your foes to death. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Beriblek (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +2 Str Mental save: +9 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.04 Mental crit. chance: +4% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.Sparksweeper (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +2 Str Changes resistances: +6% lightning / +11% nature / +3% light Changes resistances penetration: +20% acid / +20% lightning Changes damage: +6% nature / +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.Bethynne the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +3% lightning / +3% nature / +6% mind / +6% darkness Mental save: +7 (+4 eff.) Light radius: +4 See stealth: +11 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
This item will automatically be transmogrified when you leave the level.tundral pouch of steel shots (17/17, 22-26 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 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: 17 Damage (Ranged): +9 cold Damage (radius 2) on crit: +8 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.extending dwarven-steel torque of gale force [power 205] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 219 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.focusing yew wand of clairvoyance [power 11] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 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. |
2 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CURS the Ogre Cursed level 11
1st Flare 122nd year of Ascendancy at 09:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CURS the Ogre Cursed level 10
7th Mirth 122nd year of Ascendancy at 03:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By CURS the Ogre Cursed level 18
58th Dusk 122nd year of Ascendancy at 07:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By CURS the Ogre Cursed level 10
7th Mirth 122nd year of Ascendancy at 19:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By CURS the Ogre Cursed level 11
17th Dusk 122nd year of Ascendancy at 22:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By CURS the Ogre Cursed level 16
31st Dusk 122nd year of Ascendancy at 23:42 see stats
Log
CURS hits Shadow for 6 cold damage.
CURS hits Xanirathra the giant lightning ant for 133 physical, 5 nature, 3 physical, 5 cold, 25 physical, 3 physical (172 total damage).
Xanirathra the giant lightning ant's creeping dark hits CURS for (30 absorbed), 0 darkness (0 total damage).
Xanirathra the giant lightning ant hurls lightning at CURS!
Your shield crumbles under the damage!
The shield around CURS crumbles.
Xanirathra the giant lightning ant hits CURS for (18 absorbed), 88 lightning (88 total damage).
Melee retaliation hits War hound for 10 arcane, 11 blight (21 total damage).
War hound hits CURS for 170 physical, 6 healing (170 total damage) [6 healing].
Mindrot hits Shadow for 2 mind, 0 darkness (2 total damage).
Mindrot hits Xanirathra the giant lightning ant for 1 mind, 2 darkness (4 total damage).
Mindrot hits War hound for 4 mind, 4 darkness (7 total damage).
Xanirathra the giant lightning ant's creeping dark hits CURS for 24 darkness damage.
CURS hits Xanirathra the giant lightning ant for 5 darkness, 3 mind (8 total damage).
CURS casts Rune: Shatter Afflictions.
CURS is less vulnerable to physical.
A shield forms around CURS.
CURS hits Shadow for 6 cold damage.
CURS hits Xanirathra the giant lightning ant for 120 physical, 5 nature, 3 physical, 5 cold, 26 physical, 3 physical (161 total damage).
Melee retaliation hits Shadow for 10 arcane, 11 blight (21 total damage).
Shadow hits CURS for (6 absorbed), 0 physical, 6 healing (0 total damage) [6 healing].
Xanirathra the giant lightning ant's creeping dark hits CURS for (30 absorbed), 0 darkness (0 total damage).
Xanirathra the giant lightning ant uses Willful Strike.
Xanirathra the giant lightning ant's mind surges with critical power!
Your shield crumbles under the damage!
The shield around CURS crumbles.
Xanirathra the giant lightning ant hits CURS for (84 absorbed), 174 physical (174 total damage).
CURS the level 19 ogre cursed was maimed to death by Xanirathra the giant lightning ant on level 1 of Ruined Dungeon.
Xanirathra the giant lightning ant is no longer being stalked by CURS.












































































































