Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 25 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Layabeth the snow giant chieftain at level 21 on the 5th Allure 123rd year of Ascendancy at 03:12 4 / 2Killed by elven blood mage at level 25 on the 46th Regrowth 123rd year of Ascendancy at 21:26 |
Primary Stats
| Strength | 61 (base 38) |
| Dexterity | 21 (base 12) |
| Constitution | 28 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 76 (base 55) |
| Cunning | 32 (base 22) |
Resources
| Life | 261/261 |
| Psi | 342/342 |
| Psi_feedback | 73/100 |
| Healing Factor | 1.4663636363637 |
| Regeneration | 3.2993181818183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 49.390415961552 |
| See Invisible | 58.390415961552 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 63 |
| Crit Chance | 16% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.551211628464 (74.117647058824%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 33 |
| Physical Save | 39 |
| Spell Save | 32 |
| Mental Save | 44 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 50% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +2. | 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 69. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. 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 vial of squid ink. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Runokalthofast the Shimmerquarry =Nice= Runokalthofast the Shimmerquarry =Nice=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Con / +5 Wil Changes resistances: +8% blight / +6% nature / +9% lightning Changes damage: +12% mind Physical save: +9 (+3 eff.) Life regen: +2.00 Light radius: +4 Healing mod.: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | cinder iron gauntlets of strength (+3) (0 def, 1 armour) cinder iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 fire Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Toradesarig the elm wand of clairvoyance [power 9] (3/4 cooldown) Toradesarig the elm wand of clairvoyance [power 9] (3/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 16 physical Changes resistances penetration: +5% physical Maximum stamina: +5.00 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 22.95 cold and 19.42 physical damage (based on Willpower) each turn and knocking opponents back, costing 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Hettivor the copper amulet Hettivor the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Mag / +6 Wil Changes resistances: +6% acid Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) See invisible: +9 Amulets can have magical properties. |
| In main hand | Manerin the Phlegmburst (124% power, 4 apr) Manerin the Phlegmburst (124% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 temporal / +11 nature / +8 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 mind Changes resistances: +6% nature / +6% mind Sharp, long, and deadly. |
| Around waist | Emitha EmithaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +3% nature / +3% blight Critical mult.: +12.00% Trap disarming bonus: +13 Stealth bonus: +10 Stamina each turn: +0.40 Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 217.59 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Galeslice (1 def, 0 armour) =Daze= Galeslice (1 def, 0 armour) =Daze=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +15% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing steel plate armour of implacability (4 def, 16 armour) searing steel plate armour of implacability (4 def, 16 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +18% Damage (Melee): 9 acid / 10 fire Damage when hit (Melee): 8 acid / 9 fire Changes resistances: +12% acid / +12% fire Physical save: +6 (+2 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 70) healing infusion of the duelist (heal 70)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 105) healing infusion of the sneak (heal 105)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 105 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 97) healing infusion of the titan (heal 97)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 97 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 113) healing infusion of the titan (heal 113)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 224 over 5 turns) regeneration infusion (heal 224 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 138 over 5 turns) regeneration infusion of the duelist (heal 138 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 318 over 5 turns) regeneration infusion of the psychic (heal 318 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 354 over 5 turns) regeneration infusion of the warrior (heal 354 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 234 over 5 turns) regeneration infusion of the wizard (heal 234 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 128 over 5 turns) regeneration infusion of the wizard (heal 128 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 108 over 5 turns) regeneration infusion of the wizard (heal 108 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (477% speed; 7 turns) movement infusion (477% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (429% speed; 4 turns) movement infusion of the duelist (429% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 429% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (371% speed; 4 turns) movement infusion of the duelist (371% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 371% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (685% speed; 5 turns) movement infusion of the sneak (685% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (395% speed; 5 turns) movement infusion of the wizard (395% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 395% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (235 acid damage; disarm 5 turns with power 58) acid wave rune of the psychic (235 acid damage; disarm 5 turns with power 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 235.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 58 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (253 fire damage) heat beam rune of the psychic (253 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 252.51 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 279 for 5 turns) shielding rune of the titan (absorb 279 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 279 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 352 for 4 turns) shielding rune of the warrior (absorb 352 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 352 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
restful copper amulet of magic (+3) =+1 Life Regen= restful copper amulet of magic (+3) =+1 Life Regen=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +1.00 Amulets can have magical properties. |
grounding steel amulet of mastery (0.17 Psionic / Psychic blows) grounding steel amulet of mastery (0.17 Psionic / Psychic blows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.17 Psionic / Psychic blows Stun/Freeze immunity: +20% Amulets can have magical properties. |
steel amulet of constitution (+4) steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
Earylegrim the steel ring Earylegrim the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +4 Dex / +4 Wil / +2 Cun Changes resistances: +6% temporal Reduces incoming crit damage: 10.00% Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
Gilohad GilohadCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+2 eff.) Defense: +7 (+4 eff.) Changes resistances: +6% blight Changes damage: +5% all Grants telepathy: Dragon Mental save: +15 (+5 eff.) Confusion immunity: +24% Spellpower: +9 (+7 eff.) Mindpower: +7 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's gold ring of pilfering pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +11 (+6 eff.) Changes stats: +3 Cun / +4 Mag Spellpower: +7 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
plaguebringer's steel battleaxe of projection (120% power, 2 apr) plaguebringer's steel battleaxe of projection (120% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +9 blight When wielded/worn: Disease immunity: +17% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of nature (150% power, 3 apr)stralite battleaxe of nature (150% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +13% nature Massive two-handed battleaxes. |
Bleakflash the steel greatmaul (151% power, 2 apr) Bleakflash the steel greatmaul (151% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness / +8 fire When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +6% darkness Changes resistances penetration: +10% fire Changes damage: +3% darkness Massive two-handed mauls. |
chilling dwarven-steel greatmaul of projection (151% power, 2 apr) chilling dwarven-steel greatmaul of projection (151% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 cold Massive two-handed mauls. |
Yvumina the Prismtrial (130% power, 4 apr) Yvumina the Prismtrial (130% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 nature When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +18% light Sharp, long, and deadly. |
Hellquell the steel mace (112% power, 9 apr) Hellquell the steel mace (112% power, 9 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +13% Damage (Melee): +7 acid / +7 lightning When wielded/worn: Damage when hit (Melee): 4 temporal / 8 fire Changes resistances penetration: +10% temporal Changes damage: +6% temporal Blunt and deadly. |
Polayara (105% power, 32 apr, nature damage) Polayara (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Cun / +4 Con Changes resistances: +8% blight Changes damage: +7% nature / +6% arcane Disease immunity: +14% Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Infravision radius: +3 Damage Shield penetration: +20% 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. |
Veluratha VelurathaRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +8 Str Changes resistances: +6% blight / +9% fire / +6% darkness / +3% nature Physical save: +12 (+4 eff.) Pinning immunity: +20% Stun/Freeze immunity: +10% Longbows are used to shoot arrows at your foes. |
quiver of elm arrows of crippling (14/14, 109% power, 5 apr) quiver of elm arrows of crippling (14/14, 109% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +10.0% Capacity: 14 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Aeryrek the dwarven-steel mail armour (3 def, 8 armour) Aeryrek the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 6 light Changes stats: +7 Str / +2 Dex / +3 Wil Changes resistances: +8% physical / +23% darkness / +16% blight / +9% fire / +11% arcane / +9% light Spell save: +14 (+7 eff.) Cut immunity: +10% Light radius: +3 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Boltwarden (3 def, 8 armour) Boltwarden (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +5 Wil Changes resistances: +9% lightning / +3% temporal Changes resistances penetration: +5% lightning Changes damage: +15% lightning / +9% temporal Mental save: +16 (+5 eff.) A suit of armour made of mail. |
iron plate armour 'Xilaith' (3 def, 7 armour) iron plate armour 'Xilaith' (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +4 Cun Changes resistances: +16% lightning Changes damage: +3% mind Equilibrium when hit: +0.08 Psi when hit: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Torygagorn the hardened leather belt Torygagorn the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +9% temporal Spell save: +10 (+5 eff.) Disease immunity: +25% Spell crit. chance: +5% A belt that goes around your waist. |
miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
scouring rough leather gloves of sorrow (0 def, 1 armour) scouring rough leather gloves of sorrow (0 def, 1 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 mind / 13 darkness Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 17 arcane resource burn Spell save: +8 (+4 eff.) Mental save: -14 (-5 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
11 agate 11 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
205 alchemist agate 205 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. |
ethereal brass lantern of corpselight ethereal brass lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +5% darkness Spellpower: +9 (+7 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Growthstinger GrowthstingerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +15% nature Changes damage: +6% nature / +9% acid Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 133 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. |
iron torque of kinetic psionic shield [power 27] (3/14 cooldown) iron torque of kinetic psionic shield [power 27] (3/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 51] (3/14 cooldown) steel torque of thermal psionic shield [power 51] (3/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
forceful yew totem of thorny skin [power 37] (3/14 cooldown) forceful yew totem of thorny skin [power 37] (3/14 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 37 and armour hardiness by 50%, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Zadin' [power 147] (3/14 cooldown) yew totem of healing 'Zadin' [power 147] (3/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 temporal Changes resistances penetration: +15% temporal Changes damage: +15% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 9 (based on Willpower) for 147, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm wand of trap destruction [power 15] (3/8 cooldown) quick elm wand of trap destruction [power 15] (3/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (15 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 349] (3/8 cooldown) supercharged yew wand of conjuration [power 349] (3/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 174 to 349, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Emeluyalle' [power 11] (3/4 cooldown) yew wand of clairvoyance 'Emeluyalle' [power 11] (3/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Wil Disease immunity: +10% Pinning immunity: +30% Teleport immunity: +20% Maximum hate: +6.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Melekh the Cornac Possessor level 15
60th Dusk 122nd year of Ascendancy at 02:41 see stats
Exterminator
Killed 1000 creatures.By Melekh the Cornac Possessor level 19
2nd Allure 123rd year of Ascendancy at 11:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Melekh the Cornac Possessor level 22
4th Regrowth 123rd year of Ascendancy at 23:49 see stats
Level 10
Got a character to level 10.By Melekh the Cornac Possessor level 10
3rd Dusk 122nd year of Ascendancy at 18:16 see stats
Level 20
Got a character to level 20.By Melekh the Cornac Possessor level 20
3rd Allure 123rd year of Ascendancy at 06:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Melekh the Cornac Possessor level 17
24th Haze 122nd year of Ascendancy at 04:53 see stats
Size matters
Did over 600 damage in one attack.By Melekh the Cornac Possessor level 23
24th Regrowth 123rd year of Ascendancy at 17:24 see stats
That was close
Killed your target while having only 1 life left.By Melekh the Cornac Possessor level 18
80th Haze 122nd year of Ascendancy at 12:28 see stats
The Arena
Unlocked Arena mode.By Melekh the Cornac Possessor level 10
7th Dusk 122nd year of Ascendancy at 02:05 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Melekh the Cornac Possessor level 23
31st Regrowth 123rd year of Ascendancy at 07:26 see stats
The secret city
Discovered the truth about mages.By Melekh the Cornac Possessor level 11
21st Dusk 122nd year of Ascendancy at 09:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Melekh the Cornac Possessor level 23
30th Regrowth 123rd year of Ascendancy at 15:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Melekh the Cornac Possessor level 18
80th Haze 122nd year of Ascendancy at 06:51 see stats
Log
Melekh channels pain to elven tempest!
Channel Pain hits Elven tempest for 3 mind damage.
Melekh receives 8 healing (6 psi heal).
Burning from Ogre rune-spinner hits Melekh for 7 fire damage.
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Melekh converts some damage to Psi!
Poison from Melekh hits Ogre rune-spinner for (1 absorbed), 0 nature (0 total damage).
Poison from Melekh hits Elven tempest for 1 nature damage.
Psionic Disruption from Melekh hits Elven tempest for 11 mind damage.
Psionic Disruption from Melekh hits Ogre rune-spinner for (21 absorbed), 0 mind (0 total damage).
Poison from Melekh hits Elven blood mage for 1 nature damage.
Psionic Disruption from Melekh hits Elven blood mage for 11 mind damage.
Elven blood mage hits Melekh for 4 to psi, 194 blight (198 total damage).
Melekh the level 25 cornac possessor was infected to death by an elven blood mage on level 4 of Dark crypt.
You have 4 life(s) left.
Melekh deactivates Psionic Disruption.
Melekh slows down.
Melekh stops burning.
Melekh has finished recovering.
Melekh is not stunned anymore.
Melekh is no longer empowered.
Melekh deactivates Channel Pain.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven blood mage killed Melekh!
Psionic Disruption from Melekh killed Elven tempest!
Saving done.
