











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 30 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Elariavea the sandworm at level 19 on the 12nd Dusk 122nd year of Ascendancy at 23:00 0 / 7Killed by Veliyatta the rattlesnake at level 22 on the 24th Dusk 122nd year of Ascendancy at 03:57 Killed by elven blood mage at level 28 on the 51st Dusk 122nd year of Ascendancy at 05:34 Killed by Vorotira the mean looking elven guard at level 28 on the 51st Dusk 122nd year of Ascendancy at 10:37 Killed by Aerata the elven corruptor at level 29 on the 51st Dusk 122nd year of Ascendancy at 21:46 Killed by elven corruptor at level 29 on the 52nd Dusk 122nd year of Ascendancy at 07:24 Killed by Chanada the krog at level 29 on the 55th Dusk 122nd year of Ascendancy at 02:24 |
Primary Stats
| Strength | 39.817091048378 (base 20) |
| Dexterity | 30 (base 10) |
| Constitution | 47.634182096757 (base 10) |
| Magic | 26.817091048378 (base 10) |
| Willpower | 101.63418209676 (base 60) |
| Cunning | 75.634182096757 (base 52) |
Resources
| Life | 892/892 |
| Hate | 50/100 |
| Healing Factor | 1.0155546349235 |
| Regeneration | 6.3472164682716 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Invisible | 17.634182096757 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 69 |
| Crit Chance | 50% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 69 |
| Crit Chance | 50% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -4% |
| Acid | +9% |
| Light | -5% |
| Cold | +22% |
| Mind | -9% |
| Physical | -8% |
| Fire | -1% |
| All | -14% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +7% |
| Physical | +6% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (59.304188961773%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 38 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 61%( 75%) |
| Cold | + 70%( 70%) |
| All | + 45%( 70%) |
| Darkness | + 81%( 83%) |
| Light | + 47%( 70%) |
| Temporal | + 69%( 70%) |
| Mind | + 49%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 65% |
| Pinning Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 81% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Chant of Fortitude |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 14%). Shroud of Weakness |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +31 Darkness Resistance, +13% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 34% for 3 turns. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 15 damage from the next 1.8 attack(s). Guarded |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 49 mind and 46 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 73 Mind damage, and deal 69 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.8)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+34% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Veliyatta the rattlesnake. Escort: worried loremaster (level 4 of Old Forest) | 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 255. | 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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (Corpses) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Corpses It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | alchemist's lamp 'Airnull'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 lightning Reduces incoming crit damage: 15.00% Maximum life: +80.00 Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zubanne the cashmere wizard hat (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+0 eff.) Changes resistances: +6% blight / +22% cold / +27% lightning Changes damage: +15% cold Critical mult.: +15.00% Silence immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
| On hands | Faludig the Dazzlepython (Shrouds) (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +14.0% Armour: +15 Armour Hardiness: +11% Damage when hit (Melee): 6 light / 6 cold Changes stats: +3 Cun / +15 Con Changes resistances: +9% cold / +10% physical / +3% light / +15% darkness Changes damage: +9% light / +6% cold Critical mult.: +11.00% Spell crit. chance: +12% Mental crit. chance: +20% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of psionic shield 'Radhundur' [power 129] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +6.0% Changes stats: +2 Str / +4 Wil Only die when reaching: -80.00 life Mental crit. chance: +5% It can be used to setup a psionic shield, reducing all damage taken by 129 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 59. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Maximum encumbrance: +22 Spellpower: +7 (+3 eff.) Mindpower: +5 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
| On fingers | Lelaredotir (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Mag / +5 Wil / +5 Con Changes resistances: +22% acid / +3% darkness Changes damage: +11% acid Teleport immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Spellpower: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | stabilizing stralite amulet of dexterity (+4) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Dex Changes resistances: +22% temporal Pinning immunity: +31% Knockback immunity: +36% Curse of Shrouds Amulets make your neck look great! |
| In main hand | living mindstar 'Blazebore' (Misfortune) (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +4 Mag / +7 Wil / +5 Cun Changes resistances: +6% mind / +7% physical Changes resistances penetration: +7% mind / +6% physical Changes damage: +10% lightning / +6% physical / +13% fire / +5% mind / +6% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Psi when hit: +1.30 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 Damage Resonance (when hit): +17% Curse of Misfortune 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. |
| Around waist | Shivergrinder the hardened leather belt (Nightmares)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Wil / +4 Cun / +3 Con Changes resistances: +9% lightning / +8% temporal Changes resistances penetration: +5% acid / +5% cold Changes damage: +12% acid / +9% cold Physical save: +10 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +21 (+6 eff.) Mindpower: +5 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
| In off hand | wrathful pulsing mindstar of clarity (Misfortune) (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +8% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick cashmere cloak of the voidstalker (Nightmares) (2 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Changes resistances: +13% temporal / +16% darkness / +16% cold Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +16% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble drakeskin leather armour of thunder (Nightmares) (29 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +18 (+6 eff.) Armour: +8 Defense: +29 (+9 eff.) Fatigue: +8% Changes stats: +6 Str / +9 Dex / +6 Mag / +7 Wil Changes resistances: +16% lightning Spellpower: +15 (+6 eff.) Spell crit. chance: +7% Mindpower: +25 (+6 eff.) Mental crit. chance: +5% Movement speed: +20% Curse of Nightmares A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 191; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the titan (heal 144; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the wizard (heal 95; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -572; dur 7; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -572 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 572 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 746%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 258; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 258 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 nature talent. |
wild infusion (res 17%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; magical, physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 24%; magical; dur 2; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 21%; physical; dur 3; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 61; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 61.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 52; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 308; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 308 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 227; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 227 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 296; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 296 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 28; blocks 3; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
EarthsliceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes stats: +1 Str / +1 Dex / +5 Mag Changes resistances: +3% nature / +5% arcane Critical mult.: +11.00% Amulets make your neck look great! |
Feathersteel Amulet (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Corpses The weight of the world seems a little lighter with this amulet around your neck. |
Flaremortal the gold amulet (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +2 Cun / +8 Con Changes resistances: +36% fire / +16% cold Light radius: +3 Curse of Madness Amulets make your neck look great! |
clarifying gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +32% Amulets make your neck look great! |
cleansing steel amulet of mastery (0.14 Cursed / One with shadows)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +10% blight Talent mastery: +0.14 Cursed / One with shadows Poison immunity: +23% Disease immunity: +23% Amulets make your neck look great! |
copper amulet 'Festerrip'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% nature / +6% acid Poison immunity: +10% Healing mod.: +5% Amulets make your neck look great! |
copper amulet of healing (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 446 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding steel amulet of cunning (+3) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +23% Curse of Corpses Amulets make your neck look great! |
serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
stabilizing stralite amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +25% temporal Blindness immunity: +30% Pinning immunity: +32% Knockback immunity: +20% Infravision radius: +4 Sight radius: +2 See invisible: +9 Curse of Corpses Amulets make your neck look great! |
Blazebright the gold ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil / +6 Con Changes resistances: +9% light Changes resistances penetration: +10% temporal Physical save: +12 (+6 eff.) Equilibrium when hit: +0.20 Maximum psi: +30.00 Mental crit. chance: +5% Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Erilen the copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +6 Defense: +15 (+5 eff.) Changes stats: +4 Str Mental save: +6 (+2 eff.) Confusion immunity: +23% Curse of Madness Rings make your fingers look great! |
Flarewisp (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Con Changes resistances: +6% blight Changes damage: +3% fire Poison immunity: +20% Stun/Freeze immunity: +23% Life regen: +6.00 Curse of Corpses Rings make your fingers look great! |
Ivylle (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +1 Wil / +6 Con Changes resistances: +44% cold Changes damage: +22% cold Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Curse of Madness Rings make your fingers look great! |
Silitira the Frostlore (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Changes resistances: +24% acid / +15% fire Changes resistances penetration: +10% physical / +25% cold Critical mult.: +20.00% Stun/Freeze immunity: +20% Curse of Corpses Rings make your fingers look great! |
Silokira the Fograze (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +6 Str / +5 Con Changes resistances: +20% acid / +6% darkness Changes resistances penetration: +10% darkness / +15% fire Changes damage: +10% acid / +3% darkness Disarm immunity: +24% Pinning immunity: +28% Knockback immunity: +30% Maximum life: +21.00 Curse of Madness Rings make your fingers look great! |
conjurer's gold ring of power (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +15 (+6 eff.) Mindpower: +9 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
copper ring of luminosity (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +11% light Curse of Shrouds Rings make your fingers look great! |
gladiator's steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Curse of Madness Rings make your fingers look great! |
marksman's copper ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Madness Rings make your fingers look great! |
mule's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Curse of Corpses Rings make your fingers look great! |
mule's copper ring of corrosion (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +21 Curse of Nightmares Rings make your fingers look great! |
mule's steel ring of power (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +5 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Madness Rings make your fingers look great! |
painweaver's stralite ring of light (+28%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +28% light Changes damage: +14% light / +6% all Spellpower: +11 (+4 eff.) Mindpower: +15 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
psionicist's copper ring of frost (+22%) (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +6 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
steel ring 'Poruda' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +3% darkness / +9% blight Spell save: +18 (+7 eff.) Cut immunity: +20% Stun/Freeze immunity: +26% Life regen: +2.00 Curse of Corpses Rings make your fingers look great! |
wizard's copper ring of tenacity (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +22.00 Curse of Nightmares Rings make your fingers look great! |
Kinetic Focus (Misfortune) (6-7 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
Arundur the rough leather belt (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Cun Changes resistances penetration: +20% blight Maximum encumbrance: +20 Mental save: +3 (+1 eff.) Maximum hate: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A belt that goes around your waist. |
Belybrerin the Murkstreak (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +3 Str / +5 Mag / +2 Cun Changes resistances: +15% nature Changes damage: +30% acid / +9% nature Maximum life: +85.00 Maximum mana: +36.00 Maximum stamina: +43.00 Maximum hate: +15.00 Maximum psi: +29.00 Maximum vim: +26.00 Maximum pos.energy: +29.00 Maximum neg.energy: +29.00 Reduces paradox anomalies(equivalent to willpower): +15 Curse of Madness A belt that goes around your waist. |
Fulorafast (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Con Changes resistances: +13% fire / +5% cold Disease immunity: +20% Silence immunity: +10% Light radius: +1 Curse of Shrouds A belt that goes around your waist. |
Islenor (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +18 (+6 eff.) Changes stats: +1 Con Changes damage: +9% physical Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Obsidianwaker the rough leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +3% physical Stealth bonus: +5 Curse of Madness A belt that goes around your waist. |
insulating rough leather belt of the giants (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% fire / +5% cold Spell save: +5 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
noble's hardened leather belt of burglary (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +9 Cun / +7 Lck Damage against: +17% Summoned Reduced damage from: +20% Summoned Trap disarming bonus: +11 Stealth bonus: +6 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. |
rough leather belt 'Natureworth' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% temporal Changes resistances penetration: +15% nature / +10% temporal Changes damage: +3% fire / +3% temporal Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
Eilinalrawen the Sparkfist (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% lightning Changes damage: +3% mind 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. |
Goryldil (Nightmares) (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +2 Str / +4 Mag / +4 Con Changes resistances: +3% temporal Reduces incoming crit damage: 5.00% Poison immunity: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zerystir' (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (Nightmares) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +36.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (Shrouds) (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +16% cold 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. |
Godontir the Sootbringer (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 6 lightning Changes resistances: +8% blight / +2% physical / +12% acid / +11% all Changes damage: +27% darkness Life regen: +6.30 Maximum life: +66.00 Healing mod.: +16% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Murkborn' (Corpses) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +11% all Changes resistances penetration: +25% temporal / +14% mind / +25% nature Changes damage: +17% mind Psi each turn: +0.54 Maximum psi: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of nature (+19%) (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% nature / +9% all Changes damage: +13% nature Mental save: +15 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aroleg the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +7 Wil Changes resistances penetration: +25% mind Critical mult.: +10.00% Silence immunity: +36% Confusion immunity: +35% Stun/Freeze immunity: +32% Psi when hit: +0.12 Maximum hate: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gamiwe (Misfortune) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +6 Dex / +2 Con Changes resistances penetration: +5% acid Infravision radius: +2 Curse of Misfortune A pair of boots made of leather. |
Heatwind the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 10 fire Changes resistances: +5% arcane / +6% lightning Changes damage: +3% fire Silence immunity: +20% Confusion immunity: +24% Stun/Freeze immunity: +23% Maximum life: +20.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustreminister the pair of iron boots (Nightmares) (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +1 Mag / +4 Con Changes resistances penetration: +20% light Life regen: +1.00 Healing mod.: +11% 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. |
Veloldathra the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 30% * 10 arcane resource burn * 10% chance to slow global speed by 68% Changes stats: +6 Lck / +4 Dex Changes resistances: +3% acid / +5% arcane Stealth bonus: +6 Maximum life: +80.00 Curse of Nightmares A pair of boots made of leather. |
Xerivena the pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex Changes resistances: +3% acid / +6% temporal / +6% lightning Changes resistances penetration: +5% physical Stamina each turn: +0.30 Maximum stamina: +12.00 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. |
traveler's pair of rough leather boots (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Curse of Shrouds A pair of boots made of leather. |
Hand of the World-Shaper (Madness) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 40.33 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ruthless Grip (Madness) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 5.9 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 31.07 mind and 29.37 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 37% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 36. Terrified: Deals 7.77 mind and 7.34 darkness damage per turn and increases cooldowns by 57%. Haunted: Causes the target to suffer 12.14 mind and 11.47 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
hardened leather gloves 'Relgeragamnir' (Madness) (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): 8 acid / 5 cold Changes stats: +2 Cun Changes resistances: +6% acid / +6% cold / +6% darkness Changes resistances penetration: +5% blight Changes damage: +5% acid / +4% cold / +15% blight Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of the iron hand (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bilereek the rough leather cap (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +1 Cun Changes resistances penetration: +5% nature Critical mult.: +15.00% Stamina when hit: +0.90 Equilibrium when hit: +0.90 Curse of Madness A cap made of leather. |
Ce'Nuralaith (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag Changes resistances: +19% lightning Changes damage: +13% lightning Critical mult.: +10.00% Mental save: +6 (+2 eff.) Maximum life: +80.00 Spell crit. chance: +6% Curse of Shrouds A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Nightmares A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Islena the Cleansestun (Madness) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 10 mind / 6 nature Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +25% mind Changes damage: +21% nature / +9% mind Curse of Madness A pointy cloth hat, very wizardly... |
Mirearc the dwarven-steel helm (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 nature Changes stats: +4 Str / +1 Wil / +1 Con Changes resistances: +6% nature Reduces incoming crit damage: 15.00% Stamina when hit: +1.10 Equilibrium when hit: +1.60 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mirewish (Corpses) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 cold Changes stats: +4 Str Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Changes resistances penetration: +25% nature Physical save: +16 (+8 eff.) Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 134.6 Physical damage. If the attack hits, the target is confused (34% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap of the depths (Misfortune) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold Allows you to breathe in: water Curse of Misfortune A cap made of leather. |
psion's cashmere wizard hat of knowledge (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +10% mind Changes damage: +11% mind Physical save: +9 (+5 eff.) Mental save: +7 (+2 eff.) Maximum psi: +19.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Curse of Misfortune A pointy cloth hat, very wizardly... |
rough leather cap 'Anutodin' (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +4 Wil Changes resistances: +7% blight / +6% fire / +12% cold Mental save: +15 (+5 eff.) Maximum life: +80.00 Curse of Madness A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +11 (+6 eff.) Curse of Shrouds A cap made of leather. |
werebeast's dwarven-steel helm of might (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +3 Dex / +1 Cun / +5 Con Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Deepshunter (Madness) (28 def, 15 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +28 (+9 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane / 6 darkness Changes stats: +8 Cun / +7 Dex Changes resistances penetration: +25% darkness Changes damage: +15% darkness Life regen: +15.70 Maximum life: +110.00 Healing mod.: +28% Curse of Madness A suit of armour made of leather. |
Nature's Blessing (Madness) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Madness Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
2 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. |
563 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. |
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. |
3 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 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 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Cyruriawen the TundradredgeCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Wil Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Light radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(151 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Flashpulverizer'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +5% acid / +15% mind / +6% all Changes damage: +3% mind Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 20 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 20% 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
2 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. |
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. |
piercing dwarven-steel torque of psionic shield [power 73] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Poloritta' [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes resistances penetration: +5% blight Only die when reaching: -40.00 life It can be used to sting an enemy dealing 152 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Reduce 1 talent cooldowns by 2. * Heal for 46. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Malyregothel the Unlightshear [power 320] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +9% nature / +15% darkness Changes resistances penetration: +20% acid / +25% darkness / +20% nature It can be used to create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
8 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. |
6 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. |
8 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Trash the Cornac Doomed level 22
24th Dusk 122nd year of Ascendancy at 18:13 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Trash the Cornac Doomed level 25
39th Dusk 122nd year of Ascendancy at 20:29 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 Trash the Cornac Doomed level 24
27th Dusk 122nd year of Ascendancy at 12:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Trash the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 22:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Trash the Cornac Doomed level 20
13rd Dusk 122nd year of Ascendancy at 02:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Trash the Cornac Doomed level 30
55th Dusk 122nd year of Ascendancy at 02:40 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Trash the Cornac Doomed level 20
15th Dusk 122nd year of Ascendancy at 17:16 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Trash the Cornac Doomed level 29
53rd Dusk 122nd year of Ascendancy at 13:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Trash the Cornac Doomed level 25
39th Dusk 122nd year of Ascendancy at 20:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Trash the Cornac Doomed level 13
7th Flare 122nd year of Ascendancy at 13:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Trash the Cornac Doomed level 10
1st Flare 122nd year of Ascendancy at 03:33 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Trash the Cornac Doomed level 20
22nd Dusk 122nd year of Ascendancy at 04:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Trash the Cornac Doomed level 23
25th Dusk 122nd year of Ascendancy at 21:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Trash the Cornac Doomed level 16
5th Dusk 122nd year of Ascendancy at 02:43 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Trash the Cornac Doomed level 29
55th Dusk 122nd year of Ascendancy at 02:24 see stats
Log
Trash activates Chant of Fortitude.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Deflection
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Your summoned shadow disappears.
Your summoned shadow disappears.
Your summoned shadow disappears.
Your summoned shadow disappears.
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
New shimmer option unlocked: drakeskin leather armour
Trash wears (replacing Godontir the Sootbringer (Corpses) (0 def, 0 armour)): nimble drakeskin leather armour of thunder (Nightmares) (29 def, 8 armour).
You gain 9.22 gold from the transmogrification of focusing ash totem of summon tentacle [power 155] (25 cooldown).
You gain 3.09 gold from the transmogrification of radiant steel plate armour of stability (Corpses) (0 def, 9 armour).
You gain 4.68 gold from the transmogrification of radiant drakeskin leather armour of lightning resistance (Misfortune) (20 def, 8 armour).
You gain 3.60 gold from the transmogrification of stabilizing cashmere wizard hat of knowledge (Madness) (2 def, 0 armour).
You gain 5.54 gold from the transmogrification of radiant drakeskin leather gloves of the juggernaut (Corpses) (0 def, 3 armour).
You gain 12.07 gold from the transmogrification of ancient elven-silk robe of Angolwen (Shrouds) (0 def, 0 armour).
You gain 12.16 gold from the transmogrification of stormbringer's voratun greatsword of shearing (Misfortune) (63-101 power, 4 apr).
You gain 2.70 gold from the transmogrification of flaming voratun greatsword of massacre (Madness) (76-121 power, 4 apr).
You gain 9.88 gold from the transmogrification of warbringer's voratun dagger of ruin (Nightmares) (39-51 power, 9 apr).
You gain 5.82 gold from the transmogrification of plaguebringer's voratun dagger (Corpses) (38-49 power, 9 apr).
You gain 1.67 gold from the transmogrification of blink rune (range 5; phase 17; cd 14).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.






















































































































