











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 63% |
| Size | big |
| Lifes / Deaths | Killed by bee swarm at level 3 on the 76th Pyre 122nd year of Ascendancy at 17:15 0 / 9Killed by Elosethra the black bear at level 11 on the 2nd Dusk 122nd year of Ascendancy at 02:36 Killed by Elosethra the black bear at level 11 on the 2nd Dusk 122nd year of Ascendancy at 03:43 Killed by orc corruptor at level 18 on the 29th Dusk 122nd year of Ascendancy at 23:21 Killed by Polamira the sandworm at level 19 on the 38th Dusk 122nd year of Ascendancy at 21:27 Killed by Elyrin the runed bone giant at level 37 on the 39th Regrowth 123rd year of Ascendancy at 06:48 Killed by Emothra the orc summoner at level 50 on the 6th Flare 123rd year of Ascendancy at 21:04 Killed by skeleton mage at level 50 on the 6th Flare 123rd year of Ascendancy at 21:41 Killed by giant spider at level 50 on the 6th Flare 123rd year of Ascendancy at 21:55 |
| Antimagic | Follower |
Primary Stats
| Strength | 133 (base 65) |
| Dexterity | 53 (base 16) |
| Constitution | 47 (base 35) |
| Magic | 22 (base 16) |
| Willpower | 107 (base 60) |
| Cunning | 121 (base 60) |
Resources
| Life | -68/2192 |
| Hate | 99/100 |
| Equilibrium | 38 |
| Healing Factor | 1.2557603686636 |
| Regeneration | 29.702088412993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8.1606961258558 |
| Infravision | 12 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 181 |
| Accuracy | 72 |
| Crit Chance | 56% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.333333333333 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 95 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +52% |
| Light | +23% |
| Nature | +42% |
| Blight | +22% |
| Physical | +99% |
| Fire | +27% |
| All | +17% |
Offense: Damage Penetration
| Physical | +25% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 86.292304923968 (100%) |
| Defense | 68 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 72 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 50%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 26%( 70%) |
| Physical | + 23%( 70%) |
| Temporal | + 31%( 70%) |
| Lightning | + 46%( 70%) |
| Mind | + 61%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 0% |
| Confusion Resistance | 70% |
| Fear Resistance | 50% |
| Knockback Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 728 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 318 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1005 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2040 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| detrimental effect | The target is on fire, taking 119.65 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 262.34 nature damage per turn. Poison |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The target is poisoned and sick, doing 158.70 nature damage per turn. All damage it does is reduced by 42%. Numbing Poison |
| beneficial effect | You gain 64% resistance against blight, arcane and acid. Resolve |
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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by orc master wyrmic. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Mayulrana the forest wight. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Zubariamina the ghoul. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by Glurianor the skeleton warrior. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Ivatta the ninurlhing. Escort: repented thief (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1377. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed multi-hued wyrm scale. * You've found the needed green worm. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 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. * You have destroyed Vor. * 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Sunrebel (Misfortune) (11 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+3 eff.) Armour: +4 Defense: +11 (+3 eff.) Fatigue: +3% Changes stats: +9 Dex Changes resistances: +6% acid / +12% cold Changes damage: +6% light / +27% physical Stamina each turn: +3.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Sleetrazor the dwarven lanternInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +15% cold / +2% physical / +6% arcane / +9% all Changes damage: +15% mind Spell save: +45 (+11 eff.) Psi when hit: +0.32 Maximum life: +20.00 Mindpower: +20 (+4 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragon-helm of Kroltar (Corpses) (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Curse of Corpses It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.6 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 240.14 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On hands | Spellhunt Remnants (Shrouds) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Shrouds It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 131.44 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Searkarma (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +3 Str / +6 Dex / +3 Con Changes resistances: +6% blight / +6% fire Physical save: +26 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Maximum life: +90.00 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Islodavena the voratun ring (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +20 (+4 eff.) Armour: +2 Defense: +20 (+5 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +20% mind / +9% temporal Changes resistances penetration: +15% physical Changes damage: +20% mind / +7% all Physical save: +3 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +7.00 Spellpower: +20 (+3 eff.) Mindpower: +35 (+7 eff.) Mental crit. chance: +3% Curse of Misfortune Rings can have magical properties. |
| On fingers | voratun ring 'Treeweeper' (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +18 (+5 eff.) Damage when hit (Melee): 2 nature / 2 mind Changes stats: +8 Dex / +8 Wil / +27 Cun Changes resistances: +9% acid / +3% temporal / +6% darkness Physical save: +12 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +13 (+3 eff.) Mindpower: +40 (+8 eff.) Mental crit. chance: +6% Curse of Madness Rings can have magical properties. |
| Around neck | EmelomiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +11% lightning Changes resistances penetration: +10% physical Changes damage: +9% physical Spell save: +15 (+4 eff.) Stun/Freeze immunity: +22% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
| In main hand | Corpathus (Misfortune) (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +18.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Hellsnake (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +5 Armour: +8 Changes stats: +11 Dex / +3 Wil / +6 Cun / +10 Lck Changes resistances: +15% fire Changes damage: +24% physical Trap disarming bonus: +30 Stealth bonus: +15 Light radius: +3 Infravision radius: +6 See invisible: +9 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Titanic (Nightmares) (20 def, 18 armour, 100% power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block Curse of Nightmares This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Icebloom (Corpses) (11 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +11 (+3 eff.) Changes resistances: +9% cold Physical save: +7 (+2 eff.) Blindness immunity: +10% Confusion immunity: +20% Knockback immunity: +10% Maximum life: +100.00 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 | Scale Mail of Kroltar (Nightmares) (20 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. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 Curse of Nightmares It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.6 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 42.40 fire damage in a radius of 4 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. |
Inventory
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 314; cd 14)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 314 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 320; cd 14)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 320 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 598; 12 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
Cracklebraid the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +20 Fatigue: -8% Changes stats: +9 Dex / +6 Cun / +8 Con Changes resistances: +12% lightning / +3% blight / +26% light / +30% darkness Changes resistances penetration: +15% blight / +10% arcane Changes damage: +9% lightning / +12% blight Critical mult.: +14.00% Blindness immunity: +48% Life regen: +4.00 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Zubadherin the ChargemortalCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +40 (+10 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +9% darkness Changes resistances cap: +6% all Changes resistances penetration: +25% lightning Physical save: +23 (+6 eff.) Knockback immunity: +20% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% temporal Pinning immunity: +25% Knockback immunity: +20% 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. |
Belubrelle the Snowvile (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Cun / +2 Wil Changes resistances: +9% light / +34% cold Changes damage: +11% cold Light radius: +1 Curse of Shrouds Rings can have magical properties. |
Crackleknave (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Dex Changes resistances penetration: +25% lightning / +10% nature Critical mult.: +20.00% Stun/Freeze immunity: +34% Life regen: +6.00 Curse of Misfortune Rings can have magical properties. |
Glarehunter the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -12% Changes resistances penetration: +15% lightning / +5% light Changes damage: +15% light Maximum encumbrance: +53 Stun/Freeze immunity: +25% Life regen: +2.00 Curse of Misfortune Rings can have magical properties. |
Ring of the Dead (Corpses)Infused 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! Curse of Corpses 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. |
The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
Zubynne (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +3% acid / +3% cold Changes damage: +9% physical Physical save: +13 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Curse of Madness Rings can have magical properties. |
copper ring 'Voidworth' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light / +3% darkness Changes damage: +6% blight / +11% light / +3% darkness Mana each turn: +0.12 Curse of Madness Rings can have magical properties. |
marksman's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Curse of Nightmares Rings can have magical properties. |
psionicist's stralite ring of life (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+4 eff.) Life regen: +13.00 Maximum life: +58.00 Healing mod.: +17% Curse of Shrouds Rings can have magical properties. |
savage's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +20 (+5 eff.) Life regen: +20.00 Maximum life: +94.00 Maximum stamina: +39.00 Healing mod.: +19% Curse of Shrouds Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (Shrouds) (180% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Shrouds Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Morrigor (Misfortune) (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x 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 7.41 arcane and 7.41 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 (+4 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. |
Crooked Club (Misfortune) (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level.Deepssnake (Misfortune) (143% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Physical power: +20 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +8 Cun / +4 Wil Changes damage: +15% darkness / +12% cold Maximum psi: +61.64 Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Healhash the reinforced leather sling (Corpses) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 25 arcane resource burn * 25% chance to slow global speed by 78% Damage (Ranged): +24 nature When wielded/worn: Changes stats: +10 Cun Changes resistances: +15% fire / +18% darkness / +9% temporal Changes resistances penetration: +9% physical Changes damage: +15% mind Critical mult.: +24.66% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Radhoroddarain the Frostgrind (Corpses) (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +7 (+2 eff.) Changes stats: +14 Con / +11 Wil Changes resistances penetration: +20% cold Maximum life: +71.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +4% Curse of Corpses One-handed war axes. |
Boltwilder the hardened leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +18% lightning / +20% fire / +11% cold Mental crit. chance: +10% Curse of Nightmares A belt that goes around your waist. |
Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
Nuroddaldir the rough leather belt (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +5% light / +6% darkness Changes damage: +15% mind Curse of Misfortune A belt that goes around your waist. |
Xanithra (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Wil Changes resistances: +2% physical / +3% darkness / +3% cold Critical mult.: +8.00% Only die when reaching: -80.00 life Curse of Madness A belt that goes around your waist. |
Yvonor the Toxinrebel (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 78% Damage when hit (Melee): 2 fire Changes resistances: +12% lightning / +3% fire Changes resistances penetration: +5% nature Life regen: +0.60 Healing mod.: +11% Curse of Shrouds A belt that goes around your waist. |
grounding rough leather belt of life (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +7% temporal Life regen: +0.60 Healing mod.: +13% Curse of Nightmares A belt that goes around your waist. |
Brenyruihell (Shrouds) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Dex Changes resistances: +9% mind Physical save: +6 (+1 eff.) Cut immunity: +10% Healing mod.: +20% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashdare (Shrouds) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances penetration: +15% mind Changes damage: +6% lightning Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layoda the cashmere cloak (Madness) (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 (+1 eff.) Changes stats: +5 Wil Changes resistances: +27% darkness Changes resistances penetration: +17% darkness Changes damage: +21% darkness Critical mult.: +10.00% Stealth bonus: +19 Maximum life: +39.00 Mindpower: +15 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayeriana the linen cloak (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +3% acid / +3% light / +3% blight / +5% arcane / +3% lightning Teleport immunity: +20% 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. |
linen cloak (Shrouds) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (Madness) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 83.46 to 104.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrรซ (Madness) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Frost Treads (Nightmares) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Morbusqueen the pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% acid / +3% fire / +6% light Changes resistances penetration: +25% nature Life regen: +1.00 Healing mod.: +11% 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. |
Mucknaught the pair of iron boots (Shrouds) (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 78% Changes stats: +2 Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% fire Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life 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. |
pair of dwarven-steel boots 'Aredhebeth' (Nightmares) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Cun / +7 Wil Changes resistances: +7% fire / +3% light / +8% cold Physical save: +20 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Maximum life: +80.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Barolach' (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +3% nature / +6% blight Changes resistances penetration: +15% mind Critical mult.: +5.00% Life regen: +2.00 Mindpower: +10 (+2 eff.) Healing mod.: +11% 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. |
scholar's pair of iron boots of tirelessness (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +3 (+0 eff.) 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. |
Belenn the hardened leather gloves (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +6% acid / +2% physical / +3% light / +14% fire Changes damage: +6% fire Reduces incoming crit damage: 15.00% Maximum life: +60.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Oozebreaker (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature Changes stats: +2 Cun Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +10% nature / +15% cold Changes damage: +9% nature Mindpower: +5 (+1 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +7 darkness Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Curse of Misfortune It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 222.81 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Xerena (Shrouds) (25 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Defense: +25 (+6 eff.) Damage (Melee): 8 nature Changes stats: +3 Dex Changes resistances: +7% nature Changes resistances penetration: +20% physical Changes damage: +6% nature / +6% mind Psi when hit: +0.16 When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +7 nature Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of strength (+2) (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Power: 134% Range: 1.4x 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: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +6 lightning Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Borodor the dwarven-steel helm (Shrouds) (10 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Changes resistances: +9% blight / +12% mind / +3% light Changes damage: +12% acid / +18% physical Mental save: +16 (+4 eff.) Confusion immunity: +28% Teleport immunity: +10% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Shrouds It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.52 to 139.56 lightning damage (93.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Isonor the Wretchtrail (Misfortune) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +4 Dex / +2 Con Changes resistances: +11% fire / +23% cold Changes resistances penetration: +25% physical Critical mult.: +10.00% Curse of Misfortune A cap made of leather. |
Malslek the Accursed's Hat (Corpses) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Corpses This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tarrolakhad the iron helm (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +5% Changes stats: +7 Dex Changes damage: +12% physical Stamina when hit: +0.90 Equilibrium when hit: +0.80 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's rough leather cap of trickery (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +7 Dex Changes resistances: +12% darkness Infravision radius: +3 Curse of Madness A cap made of leather. |
linen wizard hat 'Glowmark' (Shrouds) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +12% mind Changes damage: +12% mind / +6% light Curse of Shrouds A pointy cloth hat, very wizardly... |
cleansing iron mail armour of Eyal (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% nature / +11% blight Life regen: +2.00 Maximum life: +20.00 Healing mod.: +11% Curse of Madness A suit of armour made of mail. |
cleansing iron mail armour of cold resistance (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% blight / +15% cold / +11% nature Curse of Madness A suit of armour made of mail. |
radiant hardened leather armour of the deep (Madness) (9 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +10% blight / +8% cold / +13% darkness / +8% acid Allows you to breathe in: water Light radius: +2 Curse of Madness A suit of armour made of leather. |
Hanisus the Rimelash (Corpses) (0 def, 34 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Fatigue: +22% Changes stats: +9 Str Changes resistances: +15% acid / +28% physical / +19% darkness / +3% blight / +10% fire / +19% lightning / +23% cold Changes resistances penetration: +10% cold Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +34% Light radius: +2 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Layassra the iron plate armour (Misfortune) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +4 Str Changes resistances: +9% acid Critical mult.: +5.00% Disease immunity: +20% Teleport immunity: +10% Maximum life: +104.00 Curse of Misfortune A suit of armour made of metal plates. |
dwarven-steel plate armour 'Airransom' (Corpses) (9 def, 16 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +16 Defense: +9 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +8% acid / +17% physical / +9% cold / +11% lightning / +8% fire Talent cooldown: Rush (-5 turns) Physical save: +13 (+3 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +24% Curse of Corpses A suit of armour made of metal plates. |
voratun plate armour 'Coallace' (Nightmares) (10 def, 29 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +10 (+3 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 * 10% chance to reduce damage dealt by 38% Changes stats: +4 Cun Changes resistances: +40% acid / +11% cold Changes resistances penetration: +20% darkness / +10% blight Changes damage: +9% blight Allows you to breathe in: water Mental save: +15 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Black Mesh (Corpses) (8 def, 2 armour, 100% power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Corpses Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Blackfire Aegis (Nightmares) (8 def, 18 armour, 100% power, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) Curse of Nightmares This rugged stone shield flickers with bursts of pitch black flame. |
Coral Spray (Corpses) (8 def, 8 armour, 100% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Corpses A chunk of jagged coral, dredged from the ocean. |
shocking steel shield of physical resistance (+10%) (Misfortune) (0 def, 4 armour, 100% power, 42.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 113% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 13 lightning Damage when hit (Melee): 2 lightning Changes resistances: +10% physical Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
windwalling voratun shield of winter (Shrouds) (0 def, 10 armour, 100% power, 202.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 176% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +23 cold / +20 physical When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 288 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +10% cold / +10% physical Talent granted: +1 Block Slows Projectiles: +26% Bonus block near projectiles: +92 Curse of Shrouds Handheld deflection devices. |
5 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. |
1032 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne 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. |
7 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 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. |
6 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 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 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Polamina the Tempestspawn (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature / +18% acid Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +7% nature / +9% acid Maximum life: +50.00 Maximum stamina: +41.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Purecast (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 78% Changes stats: +3 Str Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +25% lightning Changes damage: +3% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of quickening (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
ArthygasPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 11 fire Changes stats: +1 Con Changes resistances: +6% blight / +6% fire Changes resistances penetration: +10% physical Changes damage: +6% blight 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. |
Blizzardbore the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes resistances: +12% blight / +3% cold Changes resistances penetration: +5% cold Physical save: +6 (+1 eff.) Light radius: +3 Healing mod.: +11% 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. |
Cyrygabeth the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +4 Dex / +4 Con Changes resistances: +6% mind / +4% physical Changes damage: +6% physical Maximum life: +44.00 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. |
GunirimInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% physical Critical mult.: +5.00% Physical save: +7 (+2 eff.) Maximum stamina: +10.00 Light radius: +3 Healing mod.: +11% 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal 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. |
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. |
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. |
47 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 235.60 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. |
Hathogathel the Daywalker [power 115] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Str / +9 Dex / +2 Cun Light radius: +3 Infravision radius: +2 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 132 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
2 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By milkshake the Cornac Cursed level 37
38th Regrowth 123rd year of Ascendancy at 22:27 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By milkshake the Cornac Cursed level 50
74th Pyre 123rd year of Ascendancy at 23:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By milkshake the Cornac Cursed level 37
37th Regrowth 123rd year of Ascendancy at 07:46 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By milkshake the Cornac Cursed level 18
30th Dusk 122nd year of Ascendancy at 00:02 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By milkshake the Cornac Cursed level 41
71st Regrowth 123rd year of Ascendancy at 09:45 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By milkshake the Cornac Cursed level 48
68th Pyre 123rd year of Ascendancy at 12:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By milkshake the Cornac Cursed level 41
66th Regrowth 123rd year of Ascendancy at 16:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By milkshake the Cornac Cursed level 8
1st Summertide 122nd year of Ascendancy at 09:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By milkshake the Cornac Cursed level 39
62nd Regrowth 123rd year of Ascendancy at 09:31 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By milkshake the Cornac Cursed level 32
29th Haze 122nd year of Ascendancy at 15:57 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By milkshake the Cornac Cursed level 30
10th Haze 122nd year of Ascendancy at 15:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By milkshake the Cornac Cursed level 25
49th Dusk 122nd year of Ascendancy at 14:18 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By milkshake the Cornac Cursed level 30
18th Haze 122nd year of Ascendancy at 22:19 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By milkshake the Cornac Cursed level 32
29th Haze 122nd year of Ascendancy at 16:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By milkshake the Cornac Cursed level 10
8th Flare 122nd year of Ascendancy at 03:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By milkshake the Cornac Cursed level 20
39th Dusk 122nd year of Ascendancy at 20:19 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By milkshake the Cornac Cursed level 30
10th Haze 122nd year of Ascendancy at 13:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By milkshake the Cornac Cursed level 40
62nd Regrowth 123rd year of Ascendancy at 09:31 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By milkshake the Cornac Cursed level 50
74th Pyre 123rd year of Ascendancy at 15:52 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By milkshake the Cornac Cursed level 32
62nd Haze 122nd year of Ascendancy at 12:42 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By milkshake the Cornac Cursed level 43
26th Pyre 123rd year of Ascendancy at 18:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By milkshake the Cornac Cursed level 27
64th Dusk 122nd year of Ascendancy at 10:20 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By milkshake the Cornac Cursed level 40
62nd Regrowth 123rd year of Ascendancy at 14:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By milkshake the Cornac Cursed level 48
73rd Pyre 123rd year of Ascendancy at 13:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By milkshake the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 01:09 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By milkshake the Cornac Cursed level 47
68th Pyre 123rd year of Ascendancy at 00:35 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By milkshake the Cornac Cursed level 43
13rd Pyre 123rd year of Ascendancy at 13:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By milkshake the Cornac Cursed level 23
47th Dusk 122nd year of Ascendancy at 21:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By milkshake the Cornac Cursed level 16
16th Dusk 122nd year of Ascendancy at 13:38 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By milkshake the Cornac Cursed level 50
6th Flare 123rd year of Ascendancy at 21:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By milkshake the Cornac Cursed level 36
36th Regrowth 123rd year of Ascendancy at 15:24 see stats
Log
Milkshake's mind surges with critical power!
Skeleton mage casts Flame.
Something hits Skeleton mage for (203 absorbed), 0 arcane (0 total damage).
Skeleton mage hits milkshake for (48 antimagic), 21 fire (21 total damage).
Milkshake's mind surges with critical power!
Milkshake rearms.
Talent Infusion: Regeneration is ready to use.
Talent Repel is ready to use.
Poison from Giant spider hits milkshake for (48 antimagic), 96 nature (96 total damage).
Numbing Poison from Emothra the orc summoner hits milkshake for (48 antimagic), 45 nature (45 total damage).
Burning from Skeleton mage hits milkshake for (48 antimagic), 18 fire (18 total damage).
Belaba the orc cryomancer casts Sun Ray.
Your hatred grows even as your life fades! (+4 hate)
Milkshake shrugs off the effect 'Blinded'!
Belaba the orc cryomancer hits milkshake for (48 antimagic), 160 light (160 total damage).
Ghoulking slows down.
Milkshake's mind surges with critical power!
Talent Sudden Growth is ready to use.
Poison from Giant spider hits milkshake for (48 antimagic), 96 nature (96 total damage).
Burning from Skeleton mage hits milkshake for (48 antimagic), 18 fire (18 total damage).
milkshake the level 50 cornac cursed was naturalised to death by a giant spider on level 1 of Ambush!.
Milkshake deactivates Gloom.
Milkshake deactivates Stalk.
Milkshake is no longer poisoned.
Milkshake stops being poisoned.
Milkshake stops burning.
Milkshake is no longer attuned.
Milkshake deactivates Antimagic Shield.

























































































































































