











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 21 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Salemiwen the sandworm at level 21 on the 70th Pyre 123rd year of Ascendancy at 21:28 / 1 |
Primary Stats
| Strength | 57 (base 50) |
| Dexterity | 15 (base 10) |
| Constitution | 26.340449927278 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 53 (base 42) |
| Cunning | 14 (base 10) |
Resources
| Life | -107/719 |
| Hate | 100/100 |
| Equilibrium | 20 |
| Healing Factor | 0.82483762209975 |
| Regeneration | 31.962457856365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +70.921985815603% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 15 |
| See Invisible | 30.340449927278 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 23 |
| Crit Chance | 3% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -19% |
| Cold | -10% |
| Blight | -17% |
| Physical | -16% |
| Fire | -4% |
| All | -22% |
Offense: Damage Penetration
| Physical | +6% |
| Light | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.030927835052%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 30 |
| Physical Save | 33 |
| Spell Save | 21 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 34%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 37%( 86%) |
| Physical | + 15%( 70%) |
| Temporal | + 11%( 70%) |
| Lightning | + 13%( 70%) |
| Mind | -1%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Confusion Resistance | 44% |
| Fear Resistance | 28% |
| Poison Resistance | 30% |
| Blind Resistance | 24% |
| Silence Resistance | 23% |
| Bleed Resistance | 10% |
| Disarm Resistance | 37% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 4 acid, 4 fire, 3 arcane, 5 temporal |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: PredatorLayyganne the sandworm destroyer. Ce'Nesewen the poison ooze. 10% Received damage reduction against SubType: Sandworm. Oozes. |
| detrimental effect | Huge cut that bleeds, doing 8.60 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 31.50 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Stalking Salemiwen the sandworm. Bonus level 1: +7 accuracy, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 133/442 +1 |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+26% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The target is on fire, taking 241.86 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 22%. Weakened |
| detrimental effect | The target is poisoned, taking 19.70 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
| detrimental effect | Reduces global action speed by 41%. Slow |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 20%) for 4 turns. Power 1+: Nightwalker: +33 Darkness Resistance, +16% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 36% 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 36% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | Ce'Nebrena (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Poison immunity: +20% Cut immunity: +10% Confusion immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Darkwyrd'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +2% physical Mental save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Light radius: +3 See stealth: +5 See invisible: +5 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Sunbrawn' (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 light Changes stats: +4 Str Changes resistances: +12% fire Changes resistances penetration: +10% light Light radius: +3 Curse of Shrouds A cap made of leather. |
| On hands | Mucustickler (Madness) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +3 Physical power: +10 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 53% Physical save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +37% Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | ErurovonPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str / +5 Mag / +5 Wil Changes damage: +6% physical Blindness immunity: +24% Silence immunity: +23% Stamina each turn: +1.00 Mana each turn: +0.14 Spellpower: +7 (+3 eff.) Infravision radius: +4 See stealth: +10 See invisible: +7 Rings can have magical properties. |
| On fingers | ElidaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +27% cold / +6% nature Changes damage: +12% cold Reduces incoming crit damage: 5.00% Poison immunity: +10% Disease immunity: +11% Stun/Freeze immunity: +20% Life regen: +3.00 Only die when reaching: -20.00 life Maximum life: +40.00 Rings can have magical properties. |
| Around neck | BelidanInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+8 eff.) Changes stats: +2 Wil Changes resistances: +6% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+3 eff.) Confusion immunity: +11% Maximum life: +80.00 Mindpower: +7 (+3 eff.) Light radius: +3 Amulets can have magical properties. |
| In main hand | Zubiletta (Shrouds) (124% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Physical save: +6 (+3 eff.) Pinning immunity: +20% Curse of Shrouds Sharp, long, and deadly. |
| Around waist | Brightvenom (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 22% Changes stats: +2 Dex / +3 Wil / +4 Cun Changes damage: +3% acid / +9% fire Damage against: +15% Summoned Reduced damage from: +16% Summoned Reduces incoming crit damage: 15.00% Curse of Shrouds A belt that goes around your waist. |
| In off hand | windwalling iron shield of resistance (Shrouds) (0 def, 2 armour, 100% power, 19 block)Requires: - Shield usage training - Strength 11 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 Damage (Melee): +10 physical When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +5% acid / +11% physical / +6% fire / +6% cold / +5% lightning Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +11 Curse of Shrouds Handheld deflection devices. |
| Cloak | Mayeda the Abyssbreeze (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +20% temporal Changes damage: +9% fire Maximum life: +37.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gorebreaker (Misfortune) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +3% fire / +3% darkness / +5% arcane Maximum life: +26.00 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 21%; reduction 2; dur 10; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 10 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 163; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -257; dur 6; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -257 life. The duration and life will increase by 1% for every 1% life you have lost (currently 329 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -332; dur 5; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -332 life. The duration and life will increase by 1% for every 1% life you have lost (currently 587 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 329; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; magical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 20% for 2 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 nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the warrior (absorb 77; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed. 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 spell talent. |
GalereignCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +10% lightning / +5% acid Changes damage: +6% acid Talent mastery: +0.11 Cursed / Rampage Amulets can have magical properties. |
Isliwyn the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +3 Mag Reduces incoming crit damage: 15.00% Cut immunity: +40% See invisible: +9 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Splendourhunger the gold amuletInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +10% blight / +16% temporal / +13% nature Changes resistances penetration: +10% light Poison immunity: +20% Disease immunity: +25% Pinning immunity: +22% Knockback immunity: +28% See invisible: +9 Amulets can have magical properties. |
cleansing copper amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
marksman's steel ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
savage's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Spell save: +12 (+6 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
slime-covered steel battleaxe (Madness) (123% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 123% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 53% Curse of Madness Massive two-handed battleaxes. |
Spelldrinker (Nightmares) (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Curse of Nightmares Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
acidic iron dagger of massacre (Misfortune) (112% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Curse of Misfortune Sharp, short and deadly. |
arcing iron dagger of massacre (Madness) (114% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 114% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Curse of Madness Sharp, short and deadly. |
truestriking iron greatmaul (Corpses) (120% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Curse of Corpses Massive two-handed mauls. |
Spectral Blade (Nightmares) (127% power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares This sword appears weightless, and nearly invisible. |
thought-forged steel greatsword (Misfortune) (132% power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 26 Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Curse of Misfortune Massive two-handed swords. |
thought-forged stralite greatsword of amnesia (Corpses) (161% power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 26 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil Curse of Corpses Massive two-handed swords. |
Islera the dragonbone longbow (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Attack speed: 100% Firing range: +10 Damage (Ranged): +20 cold Damage (radius 2) on crit: +57 lightning / +35 cold When wielded/worn: Accuracy: +21 (+10 eff.) Physical crit. chance: +14.0% Ammo reloads per turn: +4 Changes resistances penetration: +8% lightning / +23% cold Changes damage: +26% cold Movement speed: +30% Curse of Corpses Longbows are used to shoot arrows at your foes. |
arcing iron longsword of massacre (Corpses) (114% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Curse of Corpses Sharp, long, and deadly. |
Mayarin the iron mace (Madness) (105% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +9% fire Curse of Madness Blunt and deadly. |
Eye of Winter (Madness) (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Madness This mindstar glows with a dim cool light, but seems somehow incomplete. |
Aeredaba the iron waraxe (Madness) (101% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +6 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Str Changes resistances: +3% acid / +3% light / +3% blight Changes resistances penetration: +6% physical Equilibrium when hit: +0.12 Curse of Madness One-handed war axes. |
Coalpiety (Shrouds) (118% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature / +8 darkness Damage (radius 1) on hit: +20 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight Changes resistances penetration: +5% blight / +5% temporal Curse of Shrouds One-handed war axes. |
Skullcleaver (Misfortune) (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Glarevagrant' (Madness) (138% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Changes stats: +7 Con Changes damage: +6% light / +6% physical Critical mult.: +10.00% Curse of Madness One-handed war axes. |
steel waraxe of crippling (Madness) (105% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Curse of Madness One-handed war axes. |
Dairyroddakor the rough leather belt (Misfortune)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% blight Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Life regen: +4.00 Mindpower: +3 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
Frosthash (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Cun Changes resistances penetration: +5% cold Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) See invisible: +9 Curse of Corpses A belt that goes around your waist. |
Getoyachik (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +19 (+13 eff.) Changes stats: +2 Cun Changes resistances: +1% physical Stealth bonus: +6 Infravision radius: +3 Curse of Corpses A belt that goes around your waist. |
Vilebraze the rough leather belt (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +4 Str Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Spellpower: +4 (+2 eff.) Curse of Corpses A belt that goes around your waist. |
Aronne (Nightmares) (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str Changes resistances: +1% physical Critical mult.: +15.00% Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Harokath (Corpses) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +3 Mag Changes resistances: +6% light Mental save: +6 (+3 eff.) Infravision radius: +2 See invisible: +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spiderstalker the linen cloak (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes resistances: +6% nature / +3% darkness Changes damage: +3% darkness Maximum life: +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tuludig the linen cloak (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +2 Cun / +2 Dex Changes resistances: +12% blight Changes damage: +3% blight Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Maximum life: +41.00 Maximum stamina: +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Daimakalthokor' (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +3% Changes stats: +2 Con Changes resistances: +1% physical Changes resistances penetration: +15% arcane Critical mult.: +5.00% Only die when reaching: -20.00 life Spellpower: +8 (+4 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Gunodunastir' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +12% acid Physical save: +10 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +10% Life regen: +4.00 See invisible: +3 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Zuborin' (Nightmares) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +7 Fatigue: -5% Changes stats: +2 Wil Grants telepathy: Dragon Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Maximum stamina: +20.00 Curse of Nightmares A pair of boots made of leather. |
Belulebeth the dwarven-steel gauntlets (Madness) (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +6 Wil Changes resistances: +9% mind Changes damage: +7% physical Grants telepathy: Humanoid/Orc Mindpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Xanubrenor the iron gauntlets (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage (Melee): 5 darkness Changes resistances: +6% darkness / +3% physical Changes damage: +4% darkness Mental save: +6 (+3 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Brenomas the Earthbiter (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% lightning / +6% temporal / +6% nature / +3% acid Changes damage: +6% lightning / +3% nature Curse of Corpses A cap made of leather. |
Ce'Nulranne the iron helm (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% arcane / +3% acid Physical save: +18 (+8 eff.) Disarm immunity: +20% Maximum life: +40.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isessra (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +7 Wil / +2 Cun / +2 Con Changes resistances: +3% blight / +3% lightning Reduces incoming crit damage: 15.00% Mindpower: +3 (+1 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Khelazor the iron helm (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +1 Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +2 Str / +2 Con Changes resistances: +6% mind Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tulotir the iron helm (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +3 Dex Changes damage: +12% arcane Critical mult.: +5.00% Spell save: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Weepnail the hardened leather cap (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 nature Changes stats: +6 Str / +7 Dex Spell save: +3 (+1 eff.) Poison immunity: +20% Cut immunity: +20% Only die when reaching: -40.00 life Curse of Madness 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 112.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm 'Spiderbreacher' (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 lightning Changes resistances: +6% acid / +8% fire / +8% cold Changes resistances penetration: +25% nature Changes damage: +9% lightning Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.grounding hardened leather cap of knowledge (Madness) (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +4 Wil Changes resistances: +8% lightning / +7% temporal Mindpower: +4 (+2 eff.) Curse of Madness A cap made of leather. |
Armadodunagar (Corpses) (0 def, 2 armour, 100% power, 62.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +62 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Stamina each turn: +2.00 Maximum life: +60.00 Curse of Corpses Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 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. |
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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Chargetrial the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +9% mind Changes resistances penetration: +25% lightning / +5% light Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layonn the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +2 Str Changes resistances: +3% acid Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Unrukalthogrim'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes resistances: +9% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chadunaleg [power 84] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 22% Changes stats: +3 Cun / +1 Con Changes damage: +6% acid Reduces incoming crit damage: 15.00% It can be used to project a gust of wind in a cone knocking enemies back 6 spaces and dealing 60 damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Naalis the Thalore Cursed level 8
27th Haze 122nd year of Ascendancy at 11:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Naalis the Thalore Cursed level 10
41st Haze 122nd year of Ascendancy at 07:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Naalis the Thalore Cursed level 20
16th Pyre 123rd year of Ascendancy at 17:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Naalis the Thalore Cursed level 14
44th Regrowth 123rd year of Ascendancy at 04:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Naalis the Thalore Cursed level 7
10th Haze 122nd year of Ascendancy at 16:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Naalis the Thalore Cursed level 18
3rd Pyre 123rd year of Ascendancy at 02:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Naalis the Thalore Cursed level 16
69th Regrowth 123rd year of Ascendancy at 22:43 see stats
Log
Naalis slows down.
Your hatred grows even as your life fades! (+4 hate)
Something hits Naalis for 88 physical, 95 physical (183 total damage).
Naalis uses Ruined Earth.
Naalis has been weakened.
You feel your rampage slowing down. (-1 duration)
Your hatred grows even as your life fades! (+4 hate)
Naalis is no longer rampaging.
Naalis recovers sight.
Salemiwen the sandworm is lost in despair!
The unstable sand tunnel collapses!
Naalis HEALS from nature damage!
Shadow hits Naalis for 2 physical, 3 healing (2 total damage) [3 healing].
Shadow hits Naalis for 2 physical, 3 healing (2 total damage) [3 healing].
Melee retaliation hits Shadow for 16 light, 8 blight (24 total damage).
Melee retaliation hits Shadow for 16 light, 8 blight (24 total damage).
Spydric Poison from Gloryrin the poison ooze hits Naalis for 9 nature, 2 healing (9 total damage) [2 healing].
Burning from Porena the sandworm hits Naalis for 62 fire damage.
Deep Wound from Porena the sandworm hits Naalis for 4 physical damage.
Layyganne the sandworm destroyer shoves Something aside.
Porena the sandworm is no longer weakened.
Porena the sandworm shoots!
Layyganne the sandworm destroyer has been weakened.
Ritch flamespitter has been weakened.
Naalis HEALS from acid damage!
Porena the sandworm's Shoot hits Naalis for 24 physical, 4 acid, 2 fire (30 total damage).
Porena the sandworm's Shoot hits Naalis for 21 physical, 5 fire (26 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...








































































































