Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines 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: 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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 26 / 26% |
Size | big |
Lifes / Deaths | Killed by Harhekho the fire imp at level 26 on the 8th Dusk 123rd year of Ascendancy at 19:48 5 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 31.272733630532 (base 24) |
Dexterity | 20.545467261063 (base 10) |
Constitution | 38.545467261063 (base 23) |
Magic | 12.272733630532 (base 10) |
Willpower | 85.545467261063 (base 47) |
Cunning | 52.545467261063 (base 33) |
Resources
Life | 840/840 |
Hate | 47/100 |
Stamina | 379/379 |
Equilibrium | 48 |
Healing Factor | 1.1507588368464 |
Regeneration | 9.1485327529292 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +75.58637334566% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 6.5454672610632 |
Offense: Mainhand
Damage | 56 |
Accuracy | 67 |
Crit Chance | 25% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 67 |
Crit Chance | 27% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Fire | +38% |
Physical | +21% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +10% |
Light | +25% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 35 |
Ranged Defense | 37 |
Fatigue | 8 |
Physical Save | 29 |
Spell Save | 44 |
Mental Save | 35 |
Defense: Resistances
Acid | + 7%( 70%) |
Arcane | + 33%( 70%) |
Cold | -3%( 70%) |
All | + 4%( 70%) |
Physical | + 10%( 74%) |
Darkness | + 22%( 76%) |
Light | + 18%( 70%) |
Temporal | + 12%( 70%) |
Mind | -6%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 70%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Disarm Resistance | 22% |
Confusion Resistance | 5% |
Fear Resistance | 18% |
Stun Resistance | 80% |
Poison Resistance | 10% |
Knockback Resistance | 59% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 709% 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. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Surge |
talent | Stalk |
talent | Gloom |
talent | Psiblades |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +7 See Invisible Power 2+: -1 Luck, +4 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.3)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 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 53 mind and 51 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 83 Mind damage, and deal 81 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)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 (+35% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Porawyn the fire drake. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
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 has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | Aerulema (Corpses) (0 def, 3 armour) Aerulema (Corpses) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Changes stats: +4 Dex / +11 Lck / +3 Con Changes resistances: +9% lightning / +8% temporal Changes damage: +9% physical Stealth bonus: +7 Physical save: +6 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +15.00 Curse of Corpses A pair of boots made of leather. |
Light source | Belilratira BelilratiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +10 (+5 eff.) Changes stats: +4 Wil Changes damage: +12% physical Critical mult.: +11.00% Equilibrium when hit: +0.08 Only die when reaching: -60.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Glimmershear' (Nightmares) (2 def, 0 armour) cashmere wizard hat 'Glimmershear' (Nightmares) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +15% light / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +9% fire Mindpower: +5 (+1 eff.) Light radius: +2 Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Wyrmbreath (Nightmares) (0 def, 4 armour) Wyrmbreath (Nightmares) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 220.61 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Tidebore [power 73] (25 cooldown) Tidebore [power 73] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 10 cold Changes resistances: +3% cold Changes damage: +9% lightning 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: * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Tarregar' (Shrouds) copper ring 'Tarregar' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes damage: +3% mind Critical mult.: +15.00% Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Psi when hit: +0.04 Maximum life: +24.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +2% Curse of Shrouds Rings make your fingers look great! |
On fingers | Glitteroblivion (Corpses) Glitteroblivion (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +3 Con Changes resistances: +24% lightning Changes resistances penetration: +25% light Changes damage: +12% lightning / +9% fire Physical save: +6 (+3 eff.) Mindpower: +8 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 428 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Ichorvein (Corpses) (83% power, 28 apr, nature damage) Ichorvein (Corpses) (83% power, 28 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 82% Wil, 49% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 68% Changes resistances: +9% lightning / +5% arcane / +3% acid Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+2 eff.) Life regen: +0.70 Equilibrium when hit: +0.50 Maximum life: +11.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +2% Curse of Corpses 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 | noble's rough leather belt of recklessness (Nightmares) noble's rough leather belt of recklessness (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +17% Summoned Critical mult.: +6.00% Curse of Nightmares A belt that goes around your waist. |
In off hand | Eye of Summer (Misfortune) (94% power, 28 apr, fire damage) Eye of Summer (Misfortune) (94% power, 28 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 82% Wil, 49% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +13 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Cloak | Layolrawe the Blackbait (Misfortune) (2 def, 0 armour) Layolrawe the Blackbait (Misfortune) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +9% lightning / +1% physical Poison immunity: +10% Knockback immunity: +20% Life regen: +4.00 Maximum life: +37.00 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. |
Main armor | Nature's Blessing (Madness) (8 def, 6 armour) 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 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +38 (+13 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. |
Inventory
healing infusion of the sneak (heal 150; cd 12) healing infusion of the sneak (heal 150; 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 instantly heal yourself for 150 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, cold, arcane, light) Prismatic Rune (6 turns; physical, cold, arcane, light)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 cold, 3 arcane, 5 light 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. |
copper amulet 'Emelyrin' copper amulet 'Emelyrin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +4 Dex / +3 Wil / +1 Cun Damage Shield penetration: +20% Amulets make your neck look great! |
copper amulet 'Ravenriver' copper amulet 'Ravenriver'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +10% temporal / +6% nature / +9% darkness Changes damage: +6% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets make your neck look great! |
copper amulet of murder copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Critical mult.: +10.00% Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Cursed / Gloom) grounding copper amulet of mastery (0.11 Cursed / Gloom)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.11 Cursed / Gloom Stun/Freeze immunity: +24% Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
Samarab the Unlightusher (Misfortune) Samarab the Unlightusher (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +20% darkness / +25% mind Stun/Freeze immunity: +24% Life regen: +3.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Curse of Misfortune Rings make your fingers look great! |
copper ring 'Balihor' (Shrouds) copper ring 'Balihor' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Cut immunity: +10% Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +41% Maximum life: +20.00 Curse of Shrouds Rings make your fingers look great! |
copper ring of perseverance (Madness) copper ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Curse of Madness Rings make your fingers look great! |
marksman's copper ring (Corpses) marksman's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Curse of Corpses Rings make your fingers look great! |
psionicist's copper ring of tenacity (Shrouds) psionicist's copper ring of tenacity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Curse of Shrouds Rings make your fingers look great! |
Bokobers (Madness) Bokobers (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Cun / +5 Wil Changes resistances penetration: +5% physical Mental save: +8 (+4 eff.) Confusion immunity: +22% Mental crit. chance: +3% Curse of Madness Rings make your fingers look great! |
Elemental Fury (Nightmares) Elemental Fury (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. |
Velasebeth the Sunmarrow (Shrouds) Velasebeth the Sunmarrow (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +25% blight Changes damage: +24% light / +6% mind Stun/Freeze immunity: +31% Life regen: +4.00 Curse of Shrouds Rings make your fingers look great! |
gold ring 'Islunor' (Shrouds) gold ring 'Islunor' (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +8 Str / +5 Con Changes resistances: +14% mind Changes damage: +14% mind / +9% acid Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Rings make your fingers look great! |
Galabers the Gloomhack (Misfortune) (75% power, 12 apr, mind damage) Galabers the Gloomhack (Misfortune) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x 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: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 32% Damage (Melee): 3 mind / 5 darkness Changes resistances penetration: +15% darkness Changes damage: +3% cold / +3% mind / +9% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +12 (+3 eff.) Mental crit. chance: +1% 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. |
Emagamina the Festerwrack (22/22, 135% power, 7 apr) Emagamina the Festerwrack (22/22, 135% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 136% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +18 cold / +12 nature / +9 physical Damage (radius 1) on hit: +8 mind / +12 nature Damage (radius 2) on crit: +11 cold Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Grinedrakan (16/16, 125% power, 2 apr) Grinedrakan (16/16, 125% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 125% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to reduce all saves and defense by 39 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 269 physical damage Damage (Ranged): +8 physical / +6 light Damage (radius 1) on hit: +4 mind Damage against: +10% Undead Shots are used with slings to pummel your foes to death. |
Robe of the Worm of the mountain (+12%) (Shrouds) (0 def, 0 armour) Robe of the Worm of the mountain (+12%) (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +12% physical Changes damage: +12% physical Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding rough leather belt of transcendence (Shrouds) grounding rough leather belt of transcendence (Shrouds)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +7 (+4 eff.) Mindpower: +2 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
insulating rough leather belt of the giants (Shrouds) insulating rough leather belt of the giants (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% fire / +6% cold Spell save: +6 (+2 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
noble's rough leather belt of recklessness (Corpses) noble's rough leather belt of recklessness (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +18% Summoned Critical mult.: +5.00% Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Grinuthel' (Corpses) rough leather belt 'Grinuthel' (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Cun / +5 Con Reduces incoming crit damage: 15.00% Curse of Corpses It can be used to create a temporary shield that absorbs 188 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (Misfortune) (6 def, 0 armour) enveloping linen cloak of Iron Throne (Misfortune) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) 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. |
linen cloak 'Gadehell' (Nightmares) (1 def, 0 armour) linen cloak 'Gadehell' (Nightmares) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +1 Con / +2 Wil Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) See invisible: +6 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. |
Shadeglean the pair of hardened leather boots (Corpses) (0 def, 3 armour) Shadeglean the pair of hardened leather boots (Corpses) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 nature / 8 darkness Changes resistances penetration: +15% darkness Changes damage: +9% nature Life regen: +4.00 Healing mod.: +12% Curse of Corpses A pair of boots made of leather. |
Zubonne (Shrouds) (0 def, 4 armour) Zubonne (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -7% Effects on melee hit: * 10 arcane resource burn * 10% chance to reduce all saves and defense by 39 Changes resistances: +5% lightning / +8% temporal / +3% fire Changes damage: +6% mind Spell save: +12 (+4 eff.) Stamina each turn: +0.80 Maximum life: +72.00 Movement speed: +20% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Duvinarikan' (Misfortune) (30 def, 4 armour) pair of dwarven-steel boots 'Duvinarikan' (Misfortune) (30 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+12 eff.) Fatigue: +3% Changes resistances: +27% acid / +5% arcane / +9% lightning Teleport immunity: +20% Life regen: +6.00 Only die when reaching: -40.00 life Healing mod.: +16% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezekill the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour) Freezekill the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage when hit (Melee): 6 light / 8 cold Changes stats: +2 Str / +4 Wil / +3 Con Changes resistances penetration: +5% lightning / +15% cold / +10% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Elenodolar (Misfortune) (0 def, 1 armour) Elenodolar (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% mind / +5% cold Changes damage: +9% mind Allows you to breathe in: water Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Curse of Misfortune A cap made of leather. |
2 agate 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. |
3 spinel 3 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
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. |
8 aquamarine 8 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. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
onyx 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. |
garnet 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
429 alchemist agate 429 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. |
Sunparry SunparryInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +3% cold / +6% darkness / +3% all Changes resistances penetration: +15% fire Spell save: +7 (+3 eff.) 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 141 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Loamclash (dig speed 37 turns) Loamclash (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +1 Str / +2 Dex Changes resistances: +11% nature Changes damage: +6% nature Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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) 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
Gumira the Skyenvy [power 1] (25 cooldown) Gumira the Skyenvy [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% mind / +9% light Silence immunity: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered elm totem of stinging [power 176] (20 cooldown) overpowered elm totem of stinging [power 176] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of summon tentacle [power 100] (25 cooldown) soothing elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 101 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
Bokyroddarin the ash wand of clairvoyance [power 10] (15 cooldown) Bokyroddarin the ash wand of clairvoyance [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+3 eff.) Changes stats: +1 Con Maximum wards: +3 acid / +3 nature / +3 light / +3 darkness Talent granted: +1 Ward Critical mult.: +10.00% It can be used to reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Amiyapog the Krog Cursed level 25
7th Dusk 123rd year of Ascendancy at 23:16 see stats
By Amiyapog the Krog Cursed level 16
60th Dusk 122nd year of Ascendancy at 17:08 see stats
By Amiyapog the Krog Cursed level 19
2nd Regrowth 123rd year of Ascendancy at 05:32 see stats
By Amiyapog the Krog Cursed level 25
7th Dusk 123rd year of Ascendancy at 21:40 see stats
By Amiyapog the Krog Cursed level 10
14th Dusk 122nd year of Ascendancy at 22:36 see stats
By Amiyapog the Krog Cursed level 20
2nd Regrowth 123rd year of Ascendancy at 14:06 see stats
By Amiyapog the Krog Cursed level 25
7th Dusk 123rd year of Ascendancy at 23:16 see stats
By Amiyapog the Krog Cursed level 20
36th Regrowth 123rd year of Ascendancy at 06:26 see stats
By Amiyapog the Krog Cursed level 25
7th Dusk 123rd year of Ascendancy at 23:16 see stats
By Amiyapog the Krog Cursed level 25
7th Dusk 123rd year of Ascendancy at 23:16 see stats
By Amiyapog the Krog Cursed level 18
1st Wintertide 123rd year of Ascendancy at 19:56 see stats
Log
Today is the 25th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
There is a Passageway into the Trollmire here (press '' or right click to use).
Today is the 26th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:01.
Today is the 27th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
You don't see how to get there...
You don't see how to get there...
Today is the 28th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 29th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 30th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
There is a Derth (Town) here (press '' or right click to use).
Today is the 31st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Resting starts...
Rested for 54 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).