Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 33 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Leanlia the Invoker at level 10 on the 35th Profit 122nd year of Ascendancy at 04:46 / 34Killed by Rgkiab the Bringer of Doom at level 11 on the 35th Profit 122nd year of Ascendancy at 07:17 Killed by Rgkiab the Bringer of Doom at level 11 on the 35th Profit 122nd year of Ascendancy at 07:30 Killed by Rgkiab the Bringer of Doom at level 11 on the 35th Profit 122nd year of Ascendancy at 07:42 Killed by Rgkiab the Bringer of Doom at level 11 on the 35th Profit 122nd year of Ascendancy at 07:59 Killed by enthralled slave at level 13 on the 10th Dearth 122nd year of Ascendancy at 15:50 Killed by enthralled slave at level 13 on the 10th Dearth 122nd year of Ascendancy at 15:59 Killed by gwelgoroth at level 14 on the 21st Dearth 122nd year of Ascendancy at 22:36 Killed by Naurim at level 14 on the 28th Dearth 122nd year of Ascendancy at 00:41 Killed by Islith the fire drake hatchling at level 15 on the 16th Loss 122nd year of Ascendancy at 11:03 Killed by ultimate telugoroth at level 16 on the 18th Loss 122nd year of Ascendancy at 15:34 Killed by Chronolith Clone at level 17 on the 20th Loss 122nd year of Ascendancy at 04:25 Killed by Chronolith Clone at level 17 on the 20th Loss 122nd year of Ascendancy at 04:42 Killed by Adema the Guardian at level 18 on the 27th Loss 122nd year of Ascendancy at 11:57 Killed by Poloda the corrupted war dog at level 19 on the 8th Shortage 122nd year of Ascendancy at 08:06 Killed by Urkis, the High Tempest at level 20 on the 13rd Shortage 122nd year of Ascendancy at 18:53 Killed by Urkis, the High Tempest at level 20 on the 13rd Shortage 122nd year of Ascendancy at 19:31 Killed by skeleton mage at level 22 on the 30th Shortage 122nd year of Ascendancy at 08:34 Killed by skeleton mage at level 22 on the 30th Shortage 122nd year of Ascendancy at 12:19 Killed by skeleton mage at level 22 on the 30th Shortage 122nd year of Ascendancy at 12:52 Killed by skeleton mage at level 22 on the 30th Shortage 122nd year of Ascendancy at 13:39 Killed by armoured skeleton warrior at level 22 on the 30th Shortage 122nd year of Ascendancy at 14:15 Killed by grave wight at level 24 on the 2nd Iron 123rd year of Ascendancy at 03:58 Killed by radiant horror at level 24 on the 3rd Iron 123rd year of Ascendancy at 14:41 Killed by forge-giant at level 24 on the 3rd Iron 123rd year of Ascendancy at 16:57 Killed by forge-giant at level 24 on the 3rd Iron 123rd year of Ascendancy at 18:38 Killed by forge-giant at level 24 on the 3rd Iron 123rd year of Ascendancy at 20:08 Killed by Naurim at level 27 on the 7th Iron 123rd year of Ascendancy at 06:50 Killed by Doomed Shade of Naurim at level 32 on the 40th Stralite 123rd year of Ascendancy at 18:24 Killed by Doomed Shade of Naurim at level 32 on the 40th Stralite 123rd year of Ascendancy at 22:01 Killed by Naurim at level 33 on the 20th Voratun 123rd year of Ascendancy at 10:12 Killed by naga myrmidon at level 33 on the 20th Voratun 123rd year of Ascendancy at 12:41 Killed by Doomed Shade of Naurim at level 33 on the 30th Voratun 123rd year of Ascendancy at 09:02 Killed by Naurim at level 33 on the 30th Voratun 123rd year of Ascendancy at 09:46 |
Primary Stats
| Strength | 90 (base 41) |
| Dexterity | 34 (base 32) |
| Constitution | 69 (base 28) |
| Magic | 17 (base 10) |
| Willpower | 65 (base 41) |
| Cunning | 20 (base 16) |
Resources
| Life | 1092/1092 |
| Hate | 100/100 |
| Healing Factor | 1.4924324857662 |
| Regeneration | 9.7754327817686 |
Speed
| Mental | +12% |
| Attack | +12% |
| Movement | -65.333333333335% |
| Spell | +12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 43 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 4% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 41.166666666667 |
| Crit Chance | 9% |
| Speed | 0.89285714285714 |
Offense: Damage Bonus
| All | +4% |
Defense: Base
| Armour (hardiness) | 100.92 (100%) |
| Defense | 17.2 |
| Ranged Defense | 18.2 |
| Fatigue | 0 |
| Physical Save | 60.03125 |
| Spell Save | 28.0875 |
| Mental Save | 36.6125 |
Defense: Resistances
| All | -12%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 46% |
| Fear Resistance | 50% |
| Disarm Resistance | 21% |
| Poison Resistance | 16% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 8%). Shroud of Weakness |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Isodatta the skeleton mage. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by icy orc wyrmic. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | failed |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Goresnake the pair of dwarven-steel boots (Nightmares) (0 def, 13 armour) Goresnake the pair of dwarven-steel boots (Nightmares) (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +3% blight Changes resistances penetration: +5% blight Life regen: +1.50 Infravision radius: +4 Healing mod.: +13% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 108, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 254.07 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Quasit's Skull (Corpses) (0 def, 12 armour) Quasit's Skull (Corpses) (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Curse of Corpses Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | dwarven-steel gauntlets 'Duathelwhisper' (Corpses) (0 def, 15 armour) dwarven-steel gauntlets 'Duathelwhisper' (Corpses) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +7% Changes stats: +11 Con Changes resistances: +12% darkness / +9% physical Critical mult.: +3.00% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% nature / +8% blight Poison immunity: +16% Disease immunity: +16% Life regen: +1.30 Maximum life: +57.00 Healing mod.: +14% Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 19.58 cold and 19.09 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | stralite amulet 'Blazemortal' stralite amulet 'Blazemortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 blight Changes resistances: +3% blight Changes damage: +12% light Life regen: +3.50 Light radius: +3 Amulets can have magical properties. |
| In main hand | flaming stralite mace of massacre (Shrouds) (48-67.2 power, 5 apr) flaming stralite mace of massacre (Shrouds) (48-67.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Curse of Shrouds Blunt and deadly. |
| Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
| In off hand | dwarven-steel dagger 'Startickler' (Madness) (22.5-29.25 power, 7 apr) dwarven-steel dagger 'Startickler' (Madness) (22.5-29.25 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 darkness Burst (radius 1) on hit: +4 light Damage against: +6% Living When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+4 eff.) Damage when hit (Melee): 16 light Changes resistances penetration: +5% temporal Disarm immunity: +21% Curse of Madness Sharp, short and deadly. |
| Cloak | Adarima (Shrouds) (2 def, 0 armour) Adarima (Shrouds) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +6 Mag / +9 Wil / +4 Cun Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Stun/Freeze immunity: +10% Knockback immunity: +5% Only die when reaching: -20.00 life Spell crit. chance: +1% Mental crit. chance: +6% 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 | Tarrasca (Misfortune) (0 def, 50 armour) Tarrasca (Misfortune) (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% Curse of Misfortune It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
wild infusion of the titan (resist 21%; cure physical) wild infusion of the titan (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 185 for 5 turns) Rune of Reflection (absorb and reflect 185 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (410.00 temporal damage, removed from time 4 turns) Rune of the Rift (410.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Inflicts 487.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stabilizing gold amulet of mastery (0.17 Cursed / Strife) stabilizing gold amulet of mastery (0.17 Cursed / Strife)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.17 Cursed / Strife Pinning immunity: +26% Knockback immunity: +38% Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Giludragorn GiludragornCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+4 eff.) Fatigue: -8% Changes stats: +4 Str / +2 Wil / +7 Con Changes damage: +3% blight / +5% all Maximum encumbrance: +22 Spellpower: +13 (+8 eff.) Mindpower: +7 (+2 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+6 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
treant's gold ring of clarity treant's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +9% blight Mental save: +7 (+3 eff.) Poison immunity: +13% Disease immunity: +16% Confusion immunity: +31% Rings can have magical properties. |
Icy Kill (Nightmares) (35-45.5 power, 10 apr) Icy Kill (Nightmares) (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Nightmares As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Moon (Madness) (30-39 power, 30 apr) Moon (Madness) (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Madness A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
chilling stralite dagger of projection (Misfortune) (28-36.4 power, 9 apr) chilling stralite dagger of projection (Misfortune) (28-36.4 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 mind / +11 cold Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
thorny mindstar of sand (Nightmares) (7.5-8.25 power, 24 apr, nature damage) thorny mindstar of sand (Nightmares) (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 physical Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +8% physical Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of life (Madness) (13-14.3 power, 32 apr, nature damage) wyrm's pulsing mindstar of life (Madness) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning / 5 physical / 5 fire / 3 cold / 2 acid Changes resistances: +3% lightning / +4% physical / +3% fire / +2% acid / +4% cold Life regen: +0.90 Maximum life: +12.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sceptre of the Archlich (Madness) (40-48 power, 12 apr, physical element) Sceptre of the Archlich (Madness) (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+16 eff.) Spell crit. chance: +14% Curse of Madness This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Emblem of Evasion (Madness) Emblem of Evasion (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+11 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Curse of Madness It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 17 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
sand rough leather gloves of butchering (Madness) (0 def, 7 armour) sand rough leather gloves of butchering (Madness) (0 def, 7 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +7 Damage (Melee): 6 physical Changes resistances: +6% blight Changes damage: +4% physical Spell save: +9 (+4 eff.) Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (Madness) (0 def, 6 armour) Steel Helm of Garkul (Madness) (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (Corpses) (0 def, 6 armour) Yaldan Baoth (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli 15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
4 amethyst 4 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. |
13 quartz 13 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Naurim the Dwarf Cursed level 28
9th Iron 123rd year of Ascendancy at 10:19 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Naurim the Dwarf Cursed level 27
7th Iron 123rd year of Ascendancy at 15:47 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Naurim the Dwarf Cursed level 32
25th Gold 123rd year of Ascendancy at 16:25 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Naurim the Dwarf Cursed level 31
23rd Gold 123rd year of Ascendancy at 04:35 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Naurim the Dwarf Cursed level 11
35th Profit 122nd year of Ascendancy at 08:12 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Naurim the Dwarf Cursed level 8
26th Voratun 122nd year of Ascendancy at 16:11 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Naurim the Dwarf Cursed level 30
35th Steel 123rd year of Ascendancy at 05:40 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Naurim the Dwarf Cursed level 29
6th Steel 123rd year of Ascendancy at 19:54 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Naurim the Dwarf Cursed level 20
13rd Shortage 122nd year of Ascendancy at 10:57 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Naurim the Dwarf Cursed level 16
18th Loss 122nd year of Ascendancy at 00:14 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Naurim the Dwarf Cursed level 20
13rd Shortage 122nd year of Ascendancy at 20:22 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Naurim the Dwarf Cursed level 29
33rd Steel 123rd year of Ascendancy at 13:08 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Naurim the Dwarf Cursed level 10
26th Profit 122nd year of Ascendancy at 06:48 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Naurim the Dwarf Cursed level 20
9th Shortage 122nd year of Ascendancy at 09:04 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Naurim the Dwarf Cursed level 30
33rd Steel 123rd year of Ascendancy at 16:27 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Naurim the Dwarf Cursed level 13
9th Dearth 122nd year of Ascendancy at 01:27 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Naurim the Dwarf Cursed level 29
18th Iron 123rd year of Ascendancy at 15:17 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Naurim the Dwarf Cursed level 31
35th Steel 123rd year of Ascendancy at 06:34 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Naurim the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 14:56 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Naurim the Dwarf Cursed level 10
33rd Profit 122nd year of Ascendancy at 18:53 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Naurim the Dwarf Cursed level 13
20th Wealth 122nd year of Ascendancy at 16:02 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Naurim the Dwarf Cursed level 20
13rd Shortage 122nd year of Ascendancy at 15:42 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Naurim the Dwarf Cursed level 12
38th Profit 122nd year of Ascendancy at 19:07 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Naurim the Dwarf Cursed level 14
11st Dearth 122nd year of Ascendancy at 22:02 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Naurim the Dwarf Cursed level 29
6th Steel 123rd year of Ascendancy at 19:30 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Naurim the Dwarf Cursed level 19
7th Shortage 122nd year of Ascendancy at 21:11 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Naurim the Dwarf Cursed level 26
7th Iron 123rd year of Ascendancy at 02:39 see stats
Log
Naurim deactivates Surge.
Naurim deactivates Gloom.
Naurim deactivates Stalk.
Naurim speeds up.
Doomed Shade of Naurim is no longer being stalked by Naurim.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Doomed Shade of Naurim HEALS from darkness damage!
Doomed Shade of Naurim hits Naurim for 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature, 17 light, 4 blight, 7 nature (211 total damage).
Naurim hits Doomed Shade of Naurim for (1 resist armour), 0 physical, (slow 30%), (9 resist armour), 0 fire, (3 resist armour), 0 darkness, (slow 30%), (4 resist armour), 0 light, (0 resist armour), 0 physical, (slow 30%), (9 resist armour), 0 fire, (3 resist armour), 0 darkness, (slow 30%), (4 resist armour), 0 light, (0 resist armour), 0 physical, (slow 30%), (9 resist armour), 0 fire, (3 resist armour), 0 darkness, (slow 30%), (4 resist armour), 0 light, (0 resist armour), 0 physical, (slow 30%), (9 resist armour), 0 fire, (3 resist armour), 0 darkness, (slow 30%), (4 resist armour), 0 light (0 total damage).
Naurim the level 33 dwarf cursed was treehugged to death by Doomed Shade of Naurim but nobody knew why him suddenly became evil on level 3 of Shadow Crypt.
Saving done.
Talent Infusion: Healing is ready to use.
Talent Slash is ready to use.
Talent Surge is ready to use.
Talent Frenzy is ready to use.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Talent Resilience of the Dwarves is ready to use.
Ran for 2 turns (stop reason: interesting character).
An elite foe has fallen to your hate! (+8 hate)
Naurim's remains glow with a strange light.
Saving game...
