











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Cursed |
| Level / Exp | 50 / 2036% |
| Size | medium |
| Lifes / Deaths | Killed by Glorawe the faerlhing at level 47 on the 29th Dusk 123rd year of Ascendancy at 09:24 / 3Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Allure 124th year of Ascendancy at 21:38 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Allure 124th year of Ascendancy at 22:11 |
Primary Stats
| Strength | 136 (base 62) |
| Dexterity | 45 (base 16) |
| Constitution | 43 (base 11) |
| Magic | 111 (base 61) |
| Willpower | 73 (base 41) |
| Cunning | 117 (base 60) |
Resources
| Life | -77/1578 |
| Mana | 827/827 |
| Hate | 110/110 |
| Healing Factor | 2.3997742564935 |
| Regeneration | 65.393848489447 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8.9458839313898 |
| See Stealth | 40 |
| See Invisible | 74 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 41 |
| Crit Chance | 79% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 93% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Arcane | +60% |
| Cold | +34% |
| All | +16% |
| Darkness | +39% |
| Temporal | +56% |
| Physical | +120% |
| Mind | +22% |
| Fire | +55% |
| Nature | +66% |
Offense: Damage Penetration
| Physical | +38% |
| Temporal | +37% |
| All | +25% |
| Arcane | +35% |
| Fire | +40% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 26 (38.594633868923%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 49 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 50%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 35%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 45%( 70%) |
| Mind | + 52%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 68% |
| Fear Resistance | 45% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 0% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 746 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 9 times. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zubiwe the crimson ooze. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Salywe the ghoul. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by fire wyrm. Escort: temporal explorer (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Aetherwalk (Shrouds) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 266 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Shrouds It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 19/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | dwarven lantern 'Falodosus'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +2 Con / +7 Wil Changes damage: +6% mind Critical mult.: +17.00% Physical save: +18 (+6 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +47% Confusion immunity: +23% Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +13 Maximum psi: +20.00 Light radius: +11 Infravision radius: +4 See stealth: +25 See invisible: +30 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (Corpses) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Corpses It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Silominne (Nightmares) (25 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+4 eff.) Armour: +2 Defense: +25 (+5 eff.) Fatigue: +3% Changes stats: +3 Dex / +4 Mag / +5 Cun / +4 Con Changes resistances: +5% arcane Changes damage: +7% arcane When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +11 arcane Damage (radius 2) on crit: +9 arcane Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Grinomas' (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Fatigue: -10% Changes stats: +16 Str / +6 Mag / +10 Wil / +4 Con Maximum mana: +60.00 Maximum hate: +10.00 Maximum psi: +20.00 Spell crit. chance: +10% Mental crit. chance: +15% See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +16.00 Maximum life: +95.00 Healing mod.: +17% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Damage when hit (Melee): 34 darkness Changes stats: +15 Con Changes resistances: +10% blight / +5% all Changes damage: +9% all Damage affinity(heal): +15% nature Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +80% Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (Nightmares) (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 131 temporal damage and slows enemies in radius 6 of the target by 141% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Nightmares It can be used to activate talent Blink Blade (costing 10 power out of 2/10) : Effective talent level: 4.0 Power cost: 10 out of 2/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | hardened leather belt 'Lightningking' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +4 Changes stats: +5 Cun / +5 Dex Changes resistances: +21% lightning / +9% cold / +15% nature Physical save: +12 (+4 eff.) Stun/Freeze immunity: +20% Mental crit. chance: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (Nightmares) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Nightmares This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Zedovon (Nightmares) (13 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +3 Mag / +4 Wil / +3 Cun / +1 Con Changes resistances: +18% nature / +19% blight Changes resistances penetration: +10% arcane Changes damage: +12% arcane Critical mult.: +48.00% Life regen: +9.00 Stamina each turn: +3.00 Maximum mana: +58.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Healing mod.: +19% 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. |
| Main armor | Lisussra the Dimkiss (Corpses) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +8 Mag Changes resistances: +19% acid / +50% physical / +6% darkness / +20% fire / +18% cold / +15% all Changes resistances penetration: +13% physical / +15% fire / +12% temporal Changes damage: +15% acid / +74% physical / +3% darkness / +39% fire / +18% cold / +10% temporal Talent cooldown: Refit Golem (-4 turns) Reduces paradox anomalies(equivalent to willpower): +16 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the psychic (die at -407; dur 8; cd 28)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 8 turns. While Heroism is active, you will only die when reaching -407 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 813 life, 16 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 wizard (heal 694; 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 694 life over 5 turns. Its effects scale with your Magic 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
shatter afflictions rune of the wizard (absorb 132; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
teleportation rune (range 69; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. 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. |
teleportation rune of the sneak (range 174; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 174 with a minimum range of 15. 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 spell talent. |
teleportation rune of the warrior (range 200; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 200 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 spell talent. |
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! |
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 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Marduruithad the StormwellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% blight Changes damage: +7% physical Critical mult.: +5.00% Physical save: +12 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +10 (+4 eff.) Blindness immunity: +15% Infravision radius: +3 Sight radius: +2 See invisible: +5 Combat speed: +10% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
gold amulet 'Bleakquake'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 2 mind Changes stats: +6 Dex / +3 Wil / +8 Cun / +5 Con Changes resistances: +3% darkness Changes damage: +12% fire Life regen: +4.00 Stamina each turn: +0.60 Mindpower: +15 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
steel amulet 'Noonraider'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 4 light Changes stats: +3 Wil Changes resistances: +9% acid Changes resistances penetration: +20% light Changes damage: +12% acid Mental save: +7 (+3 eff.) Confusion immunity: +14% Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Mindpower: +6 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
AshvagrantInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Armour: +8 Fatigue: -9% Changes stats: +9 Str / +9 Con Changes resistances: +15% fire Maximum encumbrance: +39 Physical save: +6 (+2 eff.) Life regen: +18.00 Only die when reaching: -84.29 life Maximum life: +48.00 Healing mod.: +20% Rings make your fingers look great! |
Brodehek =sttt=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +6 Mag / +1 Wil / +7 Cun Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +23% Vim when firing critical spell: +2.00 Maximum life: +20.00 Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
LiseleweInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Str Changes resistances: +5% nature / +6% blight Mental save: +6 (+2 eff.) Poison immunity: +10% Disease immunity: +12% Confusion immunity: +26% Stun/Freeze immunity: +25% Life regen: +2.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Yvathra the Dawnstreak =3l=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +5% light Changes damage: +6% acid Silence immunity: +23% Mana each turn: +0.11 Light radius: +3 Rings make your fingers look great! |
copper ring 'Ce'Nura'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +12 Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Hate when firing a critical mind attack: +2.00 Healing mod.: +15% Rings make your fingers look great! |
gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +20% acid / +24% fire / +25% lightning / +30% cold Rings make your fingers look great! |
gold quartz ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +6 Str / +7 Con Changes resistances: +32% light Changes resistances penetration: +15% physical Changes damage: +16% light Stun/Freeze immunity: +30% Life regen: +10.00 Stamina each turn: +2.00 Only die when reaching: -60.00 life Maximum life: +69.00 Healing mod.: +16% Rings make your fingers look great! |
steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+5 eff.) Life regen: +17.00 Maximum life: +76.00 Healing mod.: +17% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes damage: +7% all Stun/Freeze immunity: +60% Spellpower: +18 (+4 eff.) Mindpower: +14 (+4 eff.) Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Stun/Freeze immunity: +60% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +60% Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Mag Stun/Freeze immunity: +60% Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Belaldil'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Changes stats: +2 Wil / +4 Con Changes damage: +12% physical Spell save: +12 (+4 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +48% Mana each turn: +0.12 Spellpower: +20 (+5 eff.) Spell crit. chance: +6% Damage Shield penetration: +20% Rings make your fingers look great! |
voratun ring 'Noonpunish'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +36% acid / +6% light / +9% darkness / +12% blight Changes resistances penetration: +25% light Changes damage: +18% acid / +15% mind Rings make your fingers look great! |
Betabrevena the Pitchquench (Corpses) (68-103 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 29% Damage (radius 2) on crit: +48 lightning / +44 cold When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+3 eff.) Changes stats: +1 Dex / +17 Wil / +17 Con Changes resistances penetration: +27% lightning / +35% cold Changes damage: +6% physical Maximum life: +129.00 Movement speed: +67% Curse of Corpses Massive two-handed battleaxes. |
Armiruidedor the dwarven-steel dagger (Shrouds) (19-25 power, 17 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +11% When wielded/worn: Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +3 Con Curse of Shrouds Sharp, short and deadly. |
Cyrilelle (Misfortune) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +44 acid / +37 nature When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +13 Defense: +30 (+6 eff.) Changes resistances: +17% acid / +15% lightning / +6% mind / +15% cold / +17% fire / +5% arcane / +10% all Changes resistances penetration: +22% acid / +17% nature Spell save: +24 (+8 eff.) Silence immunity: +10% Disarm immunity: +42% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Sharp, short and deadly. |
Galyladur the Chartrail (Madness) (37-48 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +18 nature When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Physical crit. chance: +22.0% Physical power: +13 (+3 eff.) Changes stats: +1 Cun / +4 Str Changes resistances: +6% fire Changes damage: +9% fire Critical mult.: +31.00% Curse of Madness Sharp, short and deadly. |
enhanced dwarven-steel dagger of massacre (Corpses) (28-36 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Curse of Corpses Sharp, short and deadly. |
Barerig (Shrouds) (60-97 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +30 acid / +49 nature When wielded/worn: Armour penetration: +28 Physical crit. chance: +31.0% Physical power: +12 (+3 eff.) Changes resistances: +3% temporal / +6% nature / +6% darkness Changes resistances penetration: +21% acid / +30% nature Changes damage: +6% temporal Critical mult.: +24.00% Silence immunity: +20% Curse of Shrouds Massive two-handed swords. |
Cyrolewe (Madness) (62-99 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (radius 2) on crit: +21 acid / +63 nature When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +16 Defense: +16 (+3 eff.) Changes stats: +14 Con / +13 Wil Changes resistances: +3% acid / +3% temporal / +6% light / +3% darkness Changes resistances penetration: +28% acid / +24% nature Disarm immunity: +42% Maximum life: +142.00 Curse of Madness Massive two-handed swords. |
Voidgrinder (Nightmares) (72-116 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 72.5 - 116.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 29% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +12 darkness / +126 fire When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +28% fire Changes damage: +21% darkness Global speed: +13% Curse of Nightmares Massive two-handed swords. |
voratun greatsword 'Zuboda' (Corpses) (64-102 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +42 (+14 eff.) Physical crit. chance: +13.0% Armour: +6 Defense: +17 (+3 eff.) Changes stats: +5 Dex Changes resistances: +2% physical / +3% fire Cut immunity: +20% Disarm immunity: +70% Maximum life: +80.00 Combat speed: +10% Curse of Corpses Massive two-handed swords. |
Gilorotir (Nightmares) (24-33 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 111 cold damage (1/turn) When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes resistances: +6% light Changes resistances penetration: +8% all / +7% cold Changes damage: +14% cold Disarm immunity: +35% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Curse of Nightmares Sharp, long, and deadly. |
Morrigor (Misfortune) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 88.80 arcane and 77.15 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% Curse of Misfortune This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Punae's Blade (Misfortune) (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Misfortune This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
stormbringer's stralite longsword of evisceration (Madness) (33-46 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +8 lightning / +20 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Changes resistances penetration: +17% lightning / +19% cold Movement speed: +33% Curse of Madness Sharp, long, and deadly. |
Polirin the Undeathraven (Nightmares) (49-69 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +20 nature When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +8 Str / +8 Dex / +9 Mag / +10 Wil / +8 Cun / +9 Con Changes resistances: +5% arcane Disarm immunity: +35% Curse of Nightmares One-handed war axes. |
Arerim the hardened leather belt (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes damage: +18% mind Critical mult.: +10.00% Mental save: +11 (+4 eff.) Spellpower: +8 (+2 eff.) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A belt that goes around your waist. |
Ariyawe the drakeskin leather belt (Corpses)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes stats: +2 Str / +5 Wil Changes resistances penetration: +5% physical Changes damage: +3% mind Critical mult.: +25.00% Spell save: +13 (+4 eff.) Mental save: +13 (+5 eff.) Maximum life: +94.00 Maximum stamina: +10.00 Size category: +1 Curse of Corpses A belt that goes around your waist. |
Beteravena the Quenchenvy (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Damage when hit (Melee): 6 cold Changes resistances: +9% mind Changes damage: +3% blight / +3% cold / +9% mind Stealth bonus: +6 Curse of Nightmares A belt that goes around your waist. |
Frigidborn the rough leather belt (Madness) =15=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +12% temporal / +9% cold Changes damage: +9% cold / +3% temporal Mental save: +7 (+3 eff.) Spellpower: +3 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A belt that goes around your waist. |
hardened leather belt 'Baloromikhad' (Nightmares) =gg=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +30 (+6 eff.) Fatigue: -8% Damage when hit (Melee): 6 arcane Maximum encumbrance: +44 Spell save: +15 (+5 eff.) Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Curse of Nightmares A belt that goes around your waist. |
noble's rough leather belt of unlife (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
rough leather belt 'Gunelarach' (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 2 mind / 2 acid Changes stats: +2 Wil Changes resistances: +9% acid Changes resistances penetration: +5% mind Changes damage: +18% acid / +15% mind Mental save: +6 (+2 eff.) Maximum life: +48.00 Curse of Nightmares A belt that goes around your waist. |
murderer's cashmere cloak of the voidstalker (Nightmares) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +15% darkness / +12% temporal Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Gutta the pair of hardened leather boots (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex Changes damage: +18% physical Confusion immunity: +20% Life regen: +4.00 Stamina each turn: +0.60 Equilibrium when hit: +0.08 Maximum stamina: +13.00 Curse of Nightmares A pair of boots made of leather. |
pair of iron boots 'Glytta' (Shrouds) (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: -3% Changes resistances: +3% mind Maximum encumbrance: +25 Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
undeterred pair of dwarven-steel boots of speed (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +30% Confusion immunity: +29% Stun/Freeze immunity: +31% Movement speed: +25% 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. |
Gloves of the Firm Hand (Madness) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Ivita the Glowvein (Shrouds) (0 def, 2 armour) =3L 20 stun 15oop=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 13 darkness Changes resistances: +9% darkness / +15% blight Changes damage: +7% darkness Mental save: +18 (+6 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 11% chance to reduce damage dealt by 29% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Murkminister the drakeskin leather gloves (Misfortune) (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +5 Str / +3 Wil / +6 Con Changes resistances: +12% temporal Changes resistances penetration: +25% blight Changes damage: +18% darkness Physical save: +10 (+4 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +49% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xaneba the hardened leather gloves (Corpses) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 11 light Changes resistances: +12% acid / +10% light / +5% arcane Changes damage: +8% light Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Broduchik the Rainzeal (Corpses) (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 stats: +3 Con Changes resistances: +3% nature Changes damage: +15% nature / +9% light Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Misfortune A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Isleda (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +16% acid / +3% light Changes damage: +11% acid Poison immunity: +10% Life regen: +4.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
Lightgash the rough leather cap (Nightmares) (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Changes resistances: +3% acid / +6% nature Changes damage: +3% darkness Cut immunity: +10% Stamina when hit: +0.70 Equilibrium when hit: +1.00 Light radius: +3 Curse of Nightmares A cap made of leather. |
Quasit's Skull (Misfortune) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Xerilaith' (Corpses) (10 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +10 Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +3 Str Changes resistances: +10% fire / +10% cold Changes resistances penetration: +15% physical Only die when reaching: -80.00 life Maximum stamina: +20.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
1761 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. |
5 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. |
10 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erelegen the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +4 Mag / +1 Cun Reduces incoming crit damage: 10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Furnacestriker the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +14 Defense: +30 (+6 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +3 Wil Changes damage: +6% fire Critical mult.: +16.00% Maximum vim: +50.00 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)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. |
dwarven-steel pickaxe 'Flarejeer' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Mag / +3 Cun Changes resistances: +7% fire / +12% nature / +5% darkness Changes damage: +7% nature Maximum vim: +20.00 Spellpower: +30 (+7 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Lisann' (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +21 Physical power: +6 (+1 eff.) Armour: +4 Fatigue: -9% Changes stats: +12 Str Changes resistances: +3% mind / +9% darkness / +5% arcane Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Disarm immunity: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindtrail the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +4 Dex Changes damage: +18% physical Mental save: +11 (+4 eff.) Only die when reaching: -80.00 life Light radius: +6 See stealth: +14 See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
GlorathInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Psi when hit: +0.04 Maximum life: +47.00 Maximum mana: +20.00 Maximum psi: +20.00 Light radius: +3 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Ebonyrune'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% darkness Critical mult.: +15.00% Mindpower: +5 (+2 eff.) Mental crit. chance: +2% 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. |
void-walker's alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +7% temporal Light radius: +4 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +8% mind Blindness immunity: +37% Confusion immunity: +15% Light radius: +8 See stealth: +10 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 35 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +50% Confusion immunity: +16% Light radius: +10 See stealth: +18 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 809.10 fire damage (based on Magic) Activation costs 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 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1069.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+4 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Best Cursed the Halfling Cursed level 33
36th Regrowth 123rd year of Ascendancy at 09:51 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Best Cursed the Halfling Cursed level 37
46th Regrowth 123rd year of Ascendancy at 05:36 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Best Cursed the Halfling Cursed level 50
73rd Haze 123rd year of Ascendancy at 23:51 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Best Cursed the Halfling Cursed level 37
44th Regrowth 123rd year of Ascendancy at 15:47 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Best Cursed the Halfling Cursed level 48
31st Dusk 123rd year of Ascendancy at 09:15 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Best Cursed the Halfling Cursed level 41
75th Regrowth 123rd year of Ascendancy at 01:03 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Best Cursed the Halfling Cursed level 40
69th Regrowth 123rd year of Ascendancy at 14:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Best Cursed the Halfling Cursed level 10
8th Mirth 122nd year of Ascendancy at 16:43 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Best Cursed the Halfling Cursed level 38
66th Regrowth 123rd year of Ascendancy at 04:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Best Cursed the Halfling Cursed level 33
36th Regrowth 123rd year of Ascendancy at 16:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Best Cursed the Halfling Cursed level 24
1st Time of Equilibrium 122nd year of Ascendancy at 20:35 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Best Cursed the Halfling Cursed level 29
22nd Haze 122nd year of Ascendancy at 04:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Best Cursed the Halfling Cursed level 29
21st Haze 122nd year of Ascendancy at 09:29 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Best Cursed the Halfling Cursed level 50
7th Decay 123rd year of Ascendancy at 09:08 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Best Cursed the Halfling Cursed level 50
25th Haze 123rd year of Ascendancy at 08:04 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Best Cursed the Halfling Cursed level 42
75th Regrowth 123rd year of Ascendancy at 23:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Best Cursed the Halfling Cursed level 10
8th Mirth 122nd year of Ascendancy at 16:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Best Cursed the Halfling Cursed level 20
42nd Dusk 122nd year of Ascendancy at 21:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Best Cursed the Halfling Cursed level 30
25th Haze 122nd year of Ascendancy at 11:49 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Best Cursed the Halfling Cursed level 40
67th Regrowth 123rd year of Ascendancy at 03:17 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Best Cursed the Halfling Cursed level 50
39th Dusk 123rd year of Ascendancy at 23:34 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Best Cursed the Halfling Cursed level 50
6th Decay 123rd year of Ascendancy at 03:57 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Best Cursed the Halfling Cursed level 31
14th Regrowth 123rd year of Ascendancy at 12:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Best Cursed the Halfling Cursed level 36
43rd Regrowth 123rd year of Ascendancy at 13:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Best Cursed the Halfling Cursed level 20
43rd Dusk 122nd year of Ascendancy at 01:55 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Best Cursed the Halfling Cursed level 39
66th Regrowth 123rd year of Ascendancy at 08:44 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Best Cursed the Halfling Cursed level 50
8th Decay 123rd year of Ascendancy at 06:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Best Cursed the Halfling Cursed level 9
2nd Mirth 122nd year of Ascendancy at 23:29 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Best Cursed the Halfling Cursed level 50
8th Decay 123rd year of Ascendancy at 06:03 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Best Cursed the Halfling Cursed level 50
6th Decay 123rd year of Ascendancy at 04:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Best Cursed the Halfling Cursed level 10
6th Flare 122nd year of Ascendancy at 10:44 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Best Cursed the Halfling Cursed level 43
16th Pyre 123rd year of Ascendancy at 15:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Best Cursed the Halfling Cursed level 25
1st Time of Equilibrium 122nd year of Ascendancy at 22:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Best Cursed the Halfling Cursed level 16
23rd Dusk 122nd year of Ascendancy at 20:47 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Best Cursed the Halfling Cursed level 47
29th Dusk 123rd year of Ascendancy at 09:24 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Best Cursed the Halfling Cursed level 36
43rd Regrowth 123rd year of Ascendancy at 23:24 see stats
Log
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Best Cursed is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Best Cursed resists the stun!
Best Cursed resists!
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Best Cursed for 330 arcane damage.
Elemental Surge hits Best Cursed for 194 fire damage.
Linaniil, Supreme Archmage of Angolwen hits Best Cursed for 237 cold, 182 physical, 186 fire (605 total damage).
Linaniil, Supreme Archmage of Angolwen is no longer overwhelmed.
Best Cursed has shrugged off 95 damage and is ready for more.
Best Cursed's mind surges with critical power!
Talent Infusion: Regeneration is ready to use.
LIFE LOST WARNING!
Bleeding from Best Cursed hits Linaniil, Supreme Archmage of Angolwen for 295 physical damage.
Spydric Poison from Best Cursed hits Linaniil, Supreme Archmage of Angolwen for 95 nature damage.
Mindrot hits Linaniil, Supreme Archmage of Angolwen for 5 mind, 17 darkness (22 total damage).
Keyboard input temporarily disabled.
Best Cursed uses Reckless Charge.
You feel your rampage slowing down. (-1 duration)
Best Cursed hits Linaniil, Supreme Archmage of Angolwen for 59 darkness, 19 mind (78 total damage).
Linaniil, Supreme Archmage of Angolwen casts Flame.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Best Cursed for (95 rampage shugs off), 41 fire, 155 physical, 158 fire (354 total damage).
Best Cursed the level 50 halfling cursed was scorched to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
Linaniil, Supreme Archmage of Angolwen is no longer being stalked by Best Cursed.



















































































































































