Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 34 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Prox the Mighty at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:16 / 31Killed by Mayuth the hornet swarm at level 14 on the 40th Haze 122nd year of Ascendancy at 07:03 Killed by Ivymina the giant venus flytrap at level 15 on the 42nd Haze 122nd year of Ascendancy at 01:30 Killed by snow giant boulder thrower at level 20 on the 30th Regrowth 123rd year of Ascendancy at 09:07 Killed by snow giant boulder thrower at level 20 on the 30th Regrowth 123rd year of Ascendancy at 10:17 Killed by Harkor'Zun at level 20 on the 30th Regrowth 123rd year of Ascendancy at 11:27 Killed by Harkor'Zun at level 20 on the 30th Regrowth 123rd year of Ascendancy at 13:38 Killed by Harkor'Zun at level 20 on the 30th Regrowth 123rd year of Ascendancy at 13:58 Killed by snow giant thunderer at level 20 on the 30th Regrowth 123rd year of Ascendancy at 15:18 Killed by dredge at level 21 on the 34th Regrowth 123rd year of Ascendancy at 04:44 Killed by dredge at level 21 on the 34th Regrowth 123rd year of Ascendancy at 05:46 Killed by dredge at level 21 on the 34th Regrowth 123rd year of Ascendancy at 06:55 Killed by dredge at level 21 on the 34th Regrowth 123rd year of Ascendancy at 08:08 Killed by Xaneriamina the xorn at level 23 on the 44th Regrowth 123rd year of Ascendancy at 20:16 Killed by Urkis, the High Tempest at level 23 on the 45th Regrowth 123rd year of Ascendancy at 07:20 Killed by Salenor the grave wight at level 24 on the 45th Regrowth 123rd year of Ascendancy at 12:58 Killed by elven corruptor at level 24 on the 58th Regrowth 123rd year of Ascendancy at 19:02 Killed by elven tempest at level 24 on the 59th Regrowth 123rd year of Ascendancy at 06:19 Killed by elven tempest at level 24 on the 59th Regrowth 123rd year of Ascendancy at 21:45 Killed by elven cultist at level 24 on the 59th Regrowth 123rd year of Ascendancy at 22:47 Killed by elven cultist at level 24 on the 59th Regrowth 123rd year of Ascendancy at 23:52 Killed by elven cultist at level 24 on the 60th Regrowth 123rd year of Ascendancy at 10:33 Killed by Xerylle the elven warrior at level 25 on the 61st Regrowth 123rd year of Ascendancy at 01:34 Killed by worm that walks at level 27 on the 57th Pyre 123rd year of Ascendancy at 02:58 Killed by worm that walks at level 27 on the 57th Pyre 123rd year of Ascendancy at 04:25 Killed by worm that walks at level 27 on the 57th Pyre 123rd year of Ascendancy at 06:11 Killed by orc necromancer at level 27 on the 6th Mirth 123rd year of Ascendancy at 23:29 Killed by ghoulking at level 30 on the 1st Flare 123rd year of Ascendancy at 08:23 Killed by skeleton warrior at level 30 on the 1st Flare 123rd year of Ascendancy at 11:16 Killed by Voriyatha the ghoul at level 30 on the 30th Dusk 123rd year of Ascendancy at 06:21 Killed by Porowen the skeleton warrior at level 30 on the 30th Dusk 123rd year of Ascendancy at 07:39 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 24 (base 16) |
| Constitution | 76 (base 60) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 15) |
| Cunning | 12 (base 10) |
Resources
| Life | 517/1141 |
| Equilibrium | 0 |
| Stamina | 151/172 |
| Psi | 109/109 |
| Healing Factor | 0.81 |
| Regeneration | 98.485913050953 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 14 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 61 |
| Crit Chance | 32% |
| APR | 24 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.8 (92%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 15 |
| Physical Save | 44 |
| Spell Save | 8 |
| Mental Save | 31 |
Defense: Resistances
| All | -5%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 19% |
| Disarm Resistance | 38% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Daunting Presence |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.71 nature damage per turn and decreasing all heals received by 19%. Insidious Poison |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 33.78 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 95.89 blight damage and spawn a carrion worm mass. |
| beneficial effect | A flow of life spins around the target, regenerating 117.92 life per turn. Regeneration |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 failed to protect the injured seer from death by orc grand master assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by master vampire. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Glorilaith the bee swarm. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by giant acid ant. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 114. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. * You've found the needed faerlhing fang. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of faeros ash. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | active |
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 | Starslicer the pair of dwarven-steel boots (0 def, 4 armour) Starslicer the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +9% light Changes resistances penetration: +5% light / +5% mind Stamina each turn: +0.50 Maximum life: +43.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Chamayon' alchemist's lamp 'Chamayon'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% darkness Mental save: +9 (+4 eff.) Blindness immunity: +27% Disarm immunity: +15% Confusion immunity: +19% Stun/Freeze immunity: +5% Light radius: +8 See stealth: +14 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ulfiran (0 def, 4 armour) Ulfiran (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +5 Str / +4 Dex / +1 Wil / +2 Con Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 505.4 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Issulathakhad the Furnaceknave [power 139] (20 cooldown) Issulathakhad the Furnaceknave [power 139] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +3 mind / +3 darkness Changes resistances penetration: +5% fire Changes damage: +3% blight Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +3 Telekinetic Blast +1 Ward +3 Silence Maximum vim: +40.00 Spell crit. chance: +3% Damage Shield penetration: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of darkness (+22%) warrior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
| On fingers | gladiator's stralite ring of blinding strikes gladiator's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 15% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +6 Str / +5 Con Rings can have magical properties. |
| Around waist | reinforced hardened leather belt reinforced hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+5 eff.) Physical save: +14 (+4 eff.) A belt that goes around your waist. |
| In main hand | stralite greatmaul 'Eilinivea' (55-82.5 power, 3 apr) stralite greatmaul 'Eilinivea' (55-82.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to disease Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +8 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Changes stats: +1 Mag Changes damage: +3% arcane Critical mult.: +21.00% Vim when firing critical spell: +1.00 Massive two-handed mauls. |
| On hands | heroic hardened leather gloves of the iron hand (0 def, 6 armour) heroic hardened leather gloves of the iron hand (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +8 (+4 eff.) Disarm immunity: +23% Maximum life: +49.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable steel mail armour of command (9 def, 17 armour) impenetrable steel mail armour of command (9 def, 17 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +9 (+5 eff.) Fatigue: +14% Changes stats: +2 Cun Mental save: +12 (+6 eff.) A suit of armour made of mail. |
| Cloak | Dagatar the cashmere cloak (2 def, 0 armour) Dagatar the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Str / +4 Dex / +3 Con Changes damage: +18% acid Talent mastery: +0.30 Technique / Combat training Spell save: -16 (-16 eff.) Stamina each turn: +0.80 Mana each turn: -0.22 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +5 (+3 eff.) Changes stats: +13 Lck Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Inventory
heroism infusion (+6 for 9 turns, die at -446) heroism infusion (+6 for 9 turns, die at -446)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -446 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (35 nature damage, 28% healing reduction) insidious poison infusion of the titan (35 nature damage, 28% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 35.43 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
sun infusion of the sneak (rad 5; power 27; turns 3; dispells darkness) sun infusion of the sneak (rad 5; power 27; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure magical, mental) wild infusion (resist 17%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 the Rift (226.00 temporal damage, removed from time 4 turns) Rune of the Rift (226.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.00 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. |
biting gale rune of the duelist (59 cold damage; 34 apply power) biting gale rune of the duelist (59 cold damage; 34 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 58.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 34. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (167 fire damage) heat beam rune (167 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 167.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
manasurge rune (985% regen over 10 turns; 49 instant mana) manasurge rune (985% regen over 10 turns; 49 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 985% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the wizard (range 7; power 17; dur 3) phase door rune of the wizard (range 7; power 17; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 250 for 3 turns) shielding rune of the sneak (absorb 250 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 250 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 122) teleportation rune of the warrior (range 122)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+14 eff.) Confusion immunity: -100% Mindpower: +8 (+5 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 10% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Gyba' gold amulet 'Gyba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +5% arcane / +9% cold Changes damage: +8% blight / +9% fire Critical mult.: +15.00% Only die when reaching: -60.00 life Spellpower: +10 (+9 eff.) Amulets can have magical properties. |
steel amulet 'Halykalthochik' steel amulet 'Halykalthochik'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +5% mind Critical mult.: +13.00% Maximum encumbrance: +10 Blindness immunity: +18% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
steel amulet 'Lavabreeze' steel amulet 'Lavabreeze'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +18% darkness / +5% arcane / +14% light Changes resistances penetration: +15% arcane Blindness immunity: +27% Amulets can have magical properties. |
Bleakstriker BleakstrikerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% darkness / +30% fire Changes damage: +15% fire Grants telepathy: Dragon Mental save: +3 (+1 eff.) Rings 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. |
Guldana GuldanaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +3% blight Grants telepathy: Dragon Stun/Freeze immunity: +28% Life regen: +1.50 Equilibrium when hit: +0.04 Mental crit. chance: +1% Rings can have magical properties. |
Ivatta the steel ring Ivatta the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +6 Cun / +5 Wil Changes resistances: +22% darkness / +22% light Changes damage: +11% darkness / +11% light Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 9.69 cold and 9.69 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. |
Yvomira YvomiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Cun Stun/Freeze immunity: +31% Life regen: +2.60 Light radius: +2 Rings can have magical properties. |
steel ring of lightning (+24%) steel ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
steel ring of nature (+24%) steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Stun/Freeze immunity: +32% Life regen: +2.80 Rings can have magical properties. |
Astelrid's Clubstaff (45-67.5 power, 4 apr) Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+12 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Flashfiend FlashfiendCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +6% nature Changes resistances penetration: +5% lightning / +10% nature Spell save: +11 (+11 eff.) Size category: +1 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 26% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+6 eff.) Mindpower: +6 (+4 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 14.67 to 44.01 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (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 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
fortifying dwarven-steel plate armour of clarity (5 def, 11 armour) fortifying dwarven-steel plate armour of clarity (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Con Changes resistances: +6% mind Mental save: +13 (+6 eff.) Maximum life: +47.00 A suit of armour made of metal plates. |
9 agate 9 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. |
300 alchemist agate 300 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
15 aquamarine 15 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 opal 26 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. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hedin (dig speed 31 turns) Hedin (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +2 Wil Changes resistances penetration: +5% mind Mental save: +9 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
jade 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
6 garnet 6 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. |
ruby 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 322.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Zeraromiyon [power 58] (25 cooldown) Zeraromiyon [power 58] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% blight / +3% cold Talent granted: +2 Rushing Claws Confusion immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 50%, putting all charms on cooldown for 25 turns. When used: 100% chance to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
12 amethyst 12 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Rizwell the Cornac Berserker level 30
3rd Flare 123rd year of Ascendancy at 08:48 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Rizwell the Cornac Berserker level 13
76th Dusk 122nd year of Ascendancy at 08:16 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Rizwell the Cornac Berserker level 32
51st Dusk 123rd year of Ascendancy at 08:26 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Rizwell the Cornac Berserker level 20
30th Regrowth 123rd year of Ascendancy at 15:13 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Rizwell the Cornac Berserker level 17
10th Allure 123rd year of Ascendancy at 07:39 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rizwell the Cornac Berserker level 23
45th Regrowth 123rd year of Ascendancy at 08:19 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rizwell the Cornac Berserker level 18
6th Regrowth 123rd year of Ascendancy at 19:35 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Rizwell the Cornac Berserker level 10
9th Mirth 122nd year of Ascendancy at 02:08 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Rizwell the Cornac Berserker level 20
19th Regrowth 123rd year of Ascendancy at 04:56 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Rizwell the Cornac Berserker level 30
3rd Summertide 123rd year of Ascendancy at 20:07 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Rizwell the Cornac Berserker level 25
61st Regrowth 123rd year of Ascendancy at 05:09 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Rizwell the Cornac Berserker level 16
7th Allure 123rd year of Ascendancy at 20:51 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Rizwell the Cornac Berserker level 15
42nd Haze 122nd year of Ascendancy at 01:30 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Rizwell the Cornac Berserker level 9
4th Mirth 122nd year of Ascendancy at 18:28 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Rizwell the Cornac Berserker level 24
45th Regrowth 123rd year of Ascendancy at 12:45 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Rizwell the Cornac Berserker level 11
10th Flare 122nd year of Ascendancy at 00:25 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Rizwell the Cornac Berserker level 25
76th Regrowth 123rd year of Ascendancy at 22:28 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Rizwell the Cornac Berserker level 32
62nd Dusk 123rd year of Ascendancy at 11:42 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Rizwell the Cornac Berserker level 21
32nd Regrowth 123rd year of Ascendancy at 06:12 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Rizwell the Cornac Berserker level 30
1st Flare 123rd year of Ascendancy at 10:50 see stats
Log
Worm that walks drains life from Rizwell!
Worm that walks misses Rizwell.
Rizwell hits Worm that walks for 8 healing, 2 physical, 12 light, 0 acid (15 total damage) [8 healing].
Worm that walks hits Rizwell for 6 blight, 2 nature, 8 temporal, 8 nature, 20 blight (45 total damage).
Rizwell feels pain again.
Epidemic from Worm that walks hits Rizwell for 44 blight damage.
Worm Rot from Worm that walks hits Rizwell for 33 blight, 28 acid (61 total damage).
Insidious Poison from Worm that walks hits Rizwell for 2 nature damage.
Rizwell uses Infusion: Regeneration.
Rizwell starts regenerating health quickly.
Worm that walks casts Acid Strike.
Worm that walks drains life from Rizwell!
Worm that walks misses Rizwell.
Worm that walks is not intimidated!
Worm that walks drains life from Rizwell!
Worm that walks drains life from Rizwell!
Rizwell hits Worm that walks for 10 healing, 2 physical, 12 light, 0 acid, 10 healing, 2 physical, 12 light, 0 acid, 10 healing, 2 physical, 12 light, 0 acid (44 total damage) [31 healing].
Worm that walks hits Rizwell for 7 acid, 3 nature, 10 temporal, 10 nature, 26 blight, 71 acid, 7 blight, 3 nature, 10 temporal, 10 nature, 26 blight, 5 blight, 9 temporal, 8 nature, , 26 blight (234 total damage).
Rizwell is recovering from the damage!
Rizwell has finished recovering.
Rizwell is free from the epidemic.
Worm Rot from Worm that walks hits Rizwell for 43 blight, 35 acid (78 total damage).
Insidious Poison from Worm that walks hits Rizwell for 3 nature damage.
Rizwell stops regenerating health quickly.
Rizwell deactivates Daunting Presence.
Rizwell is free from the worm rot.
Rizwell is no longer poisoned.
Rizwell deactivates Precise Strikes.
