














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 50 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 4th Dearth 123rd year of Ascendancy at 01:42 / 2Killed by Vor, Grand Geomancer of the Pride at level 50 on the 4th Dearth 123rd year of Ascendancy at 07:56 |
Primary Stats
| Strength | 75.170224963639 (base 60) |
| Dexterity | 15.340449927278 (base 14) |
| Constitution | 47 (base 34) |
| Magic | 29.170224963639 (base 10) |
| Willpower | 98.558257987248 (base 65) |
| Cunning | 96.435616119941 (base 60) |
Resources
| Hate | 42/100 |
| Equilibrium | 18 |
| Life | -164/1582 |
| Paradox | 300 |
| Psi | 189/189 |
| Healing Factor | 1.0446129083116 |
| Regeneration | 64.470145643665 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -3.5527136788005E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Invisible | 2.9665159217984E-13 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 78 |
| Crit Chance | 29% |
| APR | 94 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 157 |
| Accuracy | 78 |
| Crit Chance | 29% |
| APR | 94 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +36% |
| Arcane | +36% |
| Cold | +53% |
| All | +12% |
| Lightning | +37% |
| Light | +15% |
| Temporal | +18% |
| Physical | +50% |
| Mind | +113% |
| Fire | +50% |
| Nature | +33% |
Offense: Damage Penetration
| Physical | +19% |
| Lightning | +10% |
| Light | +35% |
| Mind | +106% |
| Cold | +10% |
| Arcane | +30% |
| Fire | +36% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 59.551211628464 (74.117647058824%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 30 |
| Physical Save | 85 |
| Spell Save | 57 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | -4%( 70%) |
| Cold | + 37%( 70%) |
| All | -10%( 70%) |
| Physical | + 31%( 74%) |
| Lightning | + 18%( 70%) |
| Light | -3%( 70%) |
| Temporal | -10%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | -8%( 70%) |
| Fire | + 50%( 70%) |
| Nature | -10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 37% |
| Confusion Resistance | 73% |
| Fear Resistance | 50% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 30% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 10 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 135 damage per debuff cleansed. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 845% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Taint: PurgingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Cursed / Punishments | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Fears | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -2 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 | Guarding against melee damage: Will dismiss up to 48 damage from the next 2.2 attack(s) with a 6% chance to counterattack. Guarded |
| beneficial effect | [???] is feeding from Vor, Grand Geomancer of the Pride. Feeding |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.2)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -3 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 45% health Power 4+: Reprieve from Death: Humanoids you slay have a 36% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has 34 increased life regeneration. Recovery |
| detrimental effect | The target is on fire, taking 129.99 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 more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 30%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 124 mind and 65 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 30%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 30% and reducing a random debuff duration by 3%. Primal Attunement |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Lisyth the blue crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Glyda the spitting spider. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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 temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvelraba the giant army ant. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found 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.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1475. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 | Glorydalaith the Frostparry (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 cold Changes stats: +4 Cun / +4 Con Changes resistances: +15% mind / +5% physical Changes resistances penetration: +15% mind Physical save: +19 (+4 eff.) Mental save: +19 (+5 eff.) Maximum life: +80.00 Light radius: +2 Healing mod.: +15% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zanuyon the DawnkinInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% mind Changes resistances penetration: +25% light / +25% mind Maximum life: +64.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Naturedeath (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 72% * 21% chance to reduce all saves and defense by 43 Damage when hit (Melee): 10 nature Changes resistances: +9% blight Changes resistances penetration: +26% mind Changes damage: +18% blight / +18% mind / +21% nature Physical save: +19 (+4 eff.) Curse of Corpses A cap made of leather. |
| On hands | Betibeth the hardened leather gloves (Nightmares) (0 def, 8 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Damage when hit (Melee): 10 physical Changes stats: +2 Str Changes damage: +6% temporal Critical mult.: +20.00% Physical save: +12 (+2 eff.) Life regen: +3.00 Stamina each turn: +1.40 Maximum stamina: +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged voratun torque of psionic shield [power 219] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 219 for 5 turns Activation puts all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Camygorn'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +15% mind Changes resistances penetration: +25% arcane Changes damage: +15% arcane / +30% mind Spellpower: +10 (+5 eff.) Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 43 Changes resistances: +26% cold Changes resistances penetration: +5% arcane Changes damage: +13% cold / +9% arcane / +12% mind Stun/Freeze immunity: +72% Life regen: +12.00 Can be unequipped or rerolled. 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? |
| Around neck | Lelulerim the CracklehackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +16 Damage when hit (Melee): 8 blight Changes resistances: +9% lightning / +12% physical / +21% blight / +30% mind / +5% arcane Critical mult.: +17.00% Confusion immunity: +32% Stamina each turn: +1.20 Amulets can have magical properties. |
| In main hand | Core of the Forge (Madness) (24-26.4 power, 76 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 152% Wil, 37% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +7 Cun / +11 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +30 (+6 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.6 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 90.35 mind damage, 63.65 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 8.06 mind and 5.68 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Around waist | Xereta (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +21 Defense: +27 (+0 eff.) Changes stats: +11 Mag Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Physical save: +49 (+10 eff.) Spell save: +9 (+3 eff.) Mana each turn: +0.56 Maximum mana: +38.00 Curse of Corpses A belt that goes around your waist. |
| In off hand | Sointo (16.5-18.15 power, 76 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 133% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Defense: +27 (+0 eff.) Changes stats: +15 Cun Changes resistances: +3% blight / +9% cold / +9% mind / +2% physical Changes resistances penetration: +10% acid / +10% fire / +9% physical / +10% cold Changes damage: +16% lightning / +28% physical / +6% blight / +28% cold / +15% acid / +13% fire Critical mult.: +25.00% Physical save: +9 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +37% Life regen: +2.00 Equilibrium when hit: +2.50 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Max wilder summons: +3 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Splendourvengeance the cashmere cloak (Corpses) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Con Changes resistances: +6% light Changes resistances penetration: +10% lightning / +10% light Changes damage: +9% lightning / +3% light Physical save: +20 (+4 eff.) Mental save: +18 (+5 eff.) Only die when reaching: -100.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radhyrim the Scorchlord (Corpses) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage when hit (Melee): 10 lightning Changes stats: +8 Cun / +8 Wil Changes resistances: +31% fire Changes resistances penetration: +26% fire Changes damage: +9% acid / +15% fire / +21% mind Mental save: +19 (+5 eff.) Curse of Corpses A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 237; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the sneak (die at -535; dur 9; cd 25)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: 26 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 9 turns. While Heroism is active, you will only die when reaching -535 life. The duration and life will increase by 1% for every 1% life you have lost (currently 982 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 696%; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the psychic (speed 696%; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
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: 25 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. 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. |
Prismatic Rune (6 turns; acid, physical, light, cold, arcane, mind)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: 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 acid, 2 physical, 3 light, 3 cold, 4 arcane, 3 mind 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 warrior (absorb 148; cd 21)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: 22 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 148 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. |
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 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
FlarewishCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Damage when hit (Melee): 4 mind / 2 fire Changes resistances: +5% arcane / +12% fire Changes damage: +6% arcane / +21% mind Physical save: +19 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +17 (+4 eff.) Amulets can have magical properties. |
Saliba the SuntrencherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +7 Cun / +11 Con Changes resistances: +26% mind Changes damage: +9% light Physical save: +15 (+3 eff.) Confusion immunity: +36% Life regen: +8.00 Stamina each turn: +0.80 Maximum life: +62.00 Maximum stamina: +30.00 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
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." |
insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold / +13% fire Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 473 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Belimina the ShivergrinderPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +3 Dex / +3 Mag / +2 Wil / +3 Cun Changes resistances: +6% cold Changes resistances penetration: +15% darkness Changes damage: +3% cold Mental save: +4 (+1 eff.) Spellpower: +6 (+3 eff.) Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Galydor the ShadowtrialPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +22% darkness / +3% acid Changes damage: +11% darkness Physical save: +6 (+1 eff.) Disease immunity: +20% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
LitoInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 43 Damage (Ranged): 35 physical Changes stats: +7 Cun / +10 Str Changes resistances: +40% lightning / +13% nature / +15% blight Changes damage: +20% lightning / +9% light Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Poison immunity: +29% Disease immunity: +30% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Polada the ChargestreakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +3% lightning / +2% physical / +30% fire / +26% nature / +5% arcane Changes damage: +13% nature / +15% fire Silence immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +6 (+1 eff.) Rings can have magical properties. |
steel ring 'Neradhevena'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +2 Wil Changes resistances penetration: +10% arcane Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental save: +7 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Xanuwen (Shrouds) (78-117 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Ravenrune' (Nightmares) (84.5-135.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 fire / +20 darkness / +20 cold Damage (radius 1) on hit: +20 cold When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 35% Changes resistances: +9% darkness / +9% cold Changes resistances penetration: +10% fire Curse of Nightmares Massive two-handed swords. |
Merkul's Second Eye (Nightmares)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Nightmares This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Amethyst of Sanctuary (Madness) (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% Curse of Madness This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Hulo (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +59 (+25 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +50% lightning / +6% temporal / +45% fire / +3% mind / +56% cold Changes damage: +29% lightning / +29% cold / +30% physical Talent masteries: +0.40 Psionic / Voracity +0.40 Psionic / Absorption Mental save: +9 (+2 eff.) Pinning immunity: +75% Spellpower: +6 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Vorymina the thorny mindstar (Shrouds) (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Damage (Melee): 3 mind / 5 darkness Changes stats: +1 Str Changes resistances penetration: +4% acid / +2% fire / +3% physical / +3% cold Changes damage: +5% acid / +5% physical / +2% darkness / +5% fire / +4% mind / +8% cold Vim when firing critical spell: +2.00 Maximum vim: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +16 Max wilder summons: +1 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Glacierpunish' (Nightmares) (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +12 arcane / +4 cold When wielded/worn: Changes resistances: +3% cold Changes damage: +5% mind Psi when firing a critical mind attack: +2.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Bones (Misfortune) (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+10 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). Curse of Misfortune A staff made out of the bones of fallen foes. Disgustingly powerful. |
Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level.thick elven-silk cloak of the guardian (Corpses) (12 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+0 eff.) Changes resistances: +24% cold Physical save: +21 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Arigas (Madness) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Changes resistances: +24% lightning Changes resistances penetration: +15% blight / +14% physical Physical save: +9 (+2 eff.) Mental save: +19 (+5 eff.) Only die when reaching: -84.29 life Maximum life: +40.00 Maximum mana: +60.00 Spell crit. chance: +3% Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Emoma the pair of drakeskin leather boots (Misfortune) (0 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Grants telepathy: Humanoid/Orc All Disease immunity: +21% Disarm immunity: +21% Life regen: +4.21 Infravision radius: +3 Curse of Misfortune A pair of boots made of leather. |
Shinestrike the pair of hardened leather boots (Misfortune) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Damage when hit (Melee): 8 light Changes stats: +6 Cun / +6 Str Changes damage: +12% fire Infravision radius: +1 Curse of Misfortune A pair of boots made of leather. |
pair of dwarven-steel boots 'Xerilrathra' (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +5 Wil Changes resistances: +6% mind / +9% light Reduces incoming crit damage: 10.00% Stamina each turn: +0.40 Maximum life: +38.00 See invisible: +6 Movement speed: +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. |
Runirach (Madness) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances penetration: +25% mind Grants telepathy: Dragon Critical mult.: +20.00% 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. |
Xanalebeth (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 blight Damage when hit (Melee): 6 mind Changes resistances: +8% blight Changes damage: +8% blight Grants telepathy: Demon/Minor Demon/Major Silence immunity: +20% Stun/Freeze immunity: +10% Equilibrium when hit: +0.16 Mindpower: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Zanudunalar (Corpses) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+1 eff.) Armour: +1 Damage (Melee): 7 nature Changes stats: +3 Con Changes resistances: +6% nature Changes damage: +4% nature / +6% physical Critical mult.: +10.00% Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Branulach' (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Fatigue: +3% Damage (Melee): 11 cold Changes resistances: +15% darkness / +7% cold / +6% light / +6% temporal Changes damage: +8% cold / +9% physical Disarm immunity: +20% Only die when reaching: -80.00 life Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Velebretira the hardened leather cap (Shrouds) (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+0 eff.) Fatigue: +3% Changes stats: +4 Dex Changes resistances: +9% nature Physical save: +12 (+2 eff.) Spell save: +5 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +43.00 Mindpower: +3 (+1 eff.) Healing mod.: +13% Curse of Shrouds A cap made of leather. |
Yaldan Baoth (Corpses) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
dwarven-steel helm 'Noonrip' (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% Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Changes stats: +7 Con Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +24% mind Cut immunity: +20% Pinning immunity: +20% Healing mod.: +20% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 69.50 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.Magmaburst (23/23, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Damage Shield penetration (this weapon only): +32% Damage (Ranged): +71 fire / +21 cold Damage (radius 1) on hit: +21 fire Damage (radius 2) on crit: +23 fire / +21 cold Arrows are used with bows to pierce your foes to death. |
788 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+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. |
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 'Furnaceclamor' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Fatigue: -8% Changes stats: +5 Str Changes resistances: +21% fire / +9% temporal Changes damage: +24% mind Knockback immunity: +20% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Korulach' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +2 Str / +2 Dex / +4 Cun / +8 Con Changes resistances penetration: +10% acid Life regen: +4.00 Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Camezor the BlastvilePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning / 11 fire Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances: +6% fire / +15% cold 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 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.(149 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UryromistirCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% acid Changes damage: +9% mind Spell save: +3 (+1 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +30% Confusion immunity: +16% Light radius: -2 Infravision radius: +6 See stealth: +10 See invisible: +6 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 54 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Balokan'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Wil Critical mult.: +15.00% Maximum life: +58.00 Maximum psi: +40.00 Mindpower: +9 (+2 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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. |
Demonic 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Brodumas [power 2] (40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +24% fire / +15% cold Changes damage: +6% arcane Poison immunity: +20% Only die when reaching: -60.00 life Healing mod.: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Duathelfame [power 518] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes resistances: +3% temporal Poison immunity: +20% It can be used to blast the opponent's mind dealing 518 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Velolle the Voidtooth [power 287] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Changes resistances: +9% acid / +18% darkness Changes resistances penetration: +25% darkness / +20% acid Changes damage: +6% acid / +9% darkness It can be used to blast the opponent's mind dealing 287 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Xirin' [power 75] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Physical power: +2 (+1 eff.) Changes stats: +1 Cun Changes resistances: +3% physical Grants telepathy: Dragon It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 50. * Increase all damage by 11% for 2 turns. * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Frostdare' [power 156] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% cold Physical save: +18 (+3 eff.) Stamina each turn: +2.00 Maximum stamina: +30.00 It can be used to heals yourself and all friendly characters within 10 spaces for 156 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of thorny skin [power 48] (24 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Activation puts all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Shimmerbraze' [power 352] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +7 Wil Changes resistances: +12% lightning Changes resistances penetration: +25% blight Changes damage: +6% blight Maximum vim: +50.00 It can be used to sting an enemy dealing 352 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By [???] the Dwarf Doomed level 36
27th Steel 123rd year of Ascendancy at 05:57 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By [???] the Dwarf Doomed level 35
25th Steel 123rd year of Ascendancy at 13:12 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By [???] the Dwarf Doomed level 48
26th Wealth 123rd year of Ascendancy at 20:08 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By [???] the Dwarf Doomed level 41
20th Gold 123rd year of Ascendancy at 08:08 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By [???] the Dwarf Doomed level 36
32nd Steel 123rd year of Ascendancy at 17:24 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By [???] the Dwarf Doomed level 45
45th Stralite 123rd year of Ascendancy at 10:52 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By [???] the Dwarf Doomed level 23
12nd Dearth 122nd year of Ascendancy at 02:59 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By [???] the Dwarf Doomed level 39
2nd Gold 123rd year of Ascendancy at 01:37 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By [???] the Dwarf Doomed level 33
21st Steel 123rd year of Ascendancy at 10:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By [???] the Dwarf Doomed level 23
32nd Dearth 122nd year of Ascendancy at 16:56 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By [???] the Dwarf Doomed level 30
23rd Iron 123rd year of Ascendancy at 09:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By [???] the Dwarf Doomed level 30
7th Steel 123rd year of Ascendancy at 19:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By [???] the Dwarf Doomed level 10
30th Voratun 122nd year of Ascendancy at 18:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By [???] the Dwarf Doomed level 20
4th Wealth 122nd year of Ascendancy at 01:27 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By [???] the Dwarf Doomed level 30
22nd Iron 123rd year of Ascendancy at 06:31 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By [???] the Dwarf Doomed level 40
2nd Gold 123rd year of Ascendancy at 01:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By [???] the Dwarf Doomed level 50
2nd Dearth 123rd year of Ascendancy at 21:46 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By [???] the Dwarf Doomed level 27
6th Shortage 122nd year of Ascendancy at 16:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By [???] the Dwarf Doomed level 42
25th Gold 123rd year of Ascendancy at 18:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By [???] the Dwarf Doomed level 26
45th Dearth 122nd year of Ascendancy at 02:51 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By [???] the Dwarf Doomed level 40
16th Gold 123rd year of Ascendancy at 17:01 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By [???] the Dwarf Doomed level 6
19th Voratun 122nd year of Ascendancy at 01:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By [???] the Dwarf Doomed level 9
29th Voratun 122nd year of Ascendancy at 22:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By [???] the Dwarf Doomed level 15
16th Profit 122nd year of Ascendancy at 15:50 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By [???] the Dwarf Doomed level 43
16th Stralite 123rd year of Ascendancy at 04:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By [???] the Dwarf Doomed level 25
44th Dearth 122nd year of Ascendancy at 01:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By [???] the Dwarf Doomed level 21
26th Wealth 122nd year of Ascendancy at 16:04 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By [???] the Dwarf Doomed level 50
4th Dearth 123rd year of Ascendancy at 01:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By [???] the Dwarf Doomed level 35
24th Steel 123rd year of Ascendancy at 17:12 see stats
Log
Your hatred grows even as your life fades! (+13 hate)
[???] resists!
[???] HEALS from lightning damage!
Vor, Grand Geomancer of the Pride hits [???] for (115 deflected), 491 lightning, 176 healing (491 total damage) [176 healing].
Elemental Surge hits [???] for 449 lightning, 131 healing (449 total damage) [131 healing].
[???] receives 42 healing from [???]'s purging blight area effect.
Shadow receives 48 healing from [???]'s purging blight area effect.
[???] uses Resonance Field.
A psychic field forms around [???].
[???] uses Agony.
Vor, Grand Geomancer of the Pride is writhing in agony!
Agony from [???] hits Vor, Grand Geomancer of the Pride for (68 absorbed), 0 mind (0 total damage).
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Shadow fades for a moment and then reforms whole again!
Shadow is on fire!
You have deflected 52 incoming damage!
Your resonance field crumbles under the damage!
The psychic field around [???] crumbles.
Your hatred grows even as your life fades! (+7 hate)
[???] harrows Vor, Grand Geomancer of the Pride!
[???] is on fire!
[???] HEALS from fire damage!
Vor, Grand Geomancer of the Pride hits [???] for (52 deflected), (249 resonance), 267 fire, 209 healing (267 total damage) [209 healing].
Vor, Grand Geomancer of the Pride hits Shadow for 0 fire damage.
Curse of Nightmares hits Vor, Grand Geomancer of the Pride for (124 absorbed), 0 mind, (41 absorbed), 0 mind, (27 absorbed), 0 darkness (0 total damage).
Vor, Grand Geomancer of the Pride surges with fiery power!
Your hatred grows even as your life fades! (+16 hate)
Saving game...





































































































































