









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 44 / 10% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Blood Master at level 19 on the 9th Decay 122nd year of Ascendancy at 03:57 / 2Killed by I HATE ARCHERS AND MAGES 's Inner Demon at level 44 on the 23rd Pyre 124th year of Ascendancy at 14:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 139 (base 60) |
| Dexterity | 60 (base 31) |
| Constitution | 50 (base 33) |
| Magic | 13 (base 10) |
| Willpower | 74 (base 60) |
| Cunning | 14 (base 10) |
Resources
| Life | -545/1226 |
| Hate | 100/100 |
| Equilibrium | 45 |
| Healing Factor | 1.2727272727273 |
| Regeneration | 42.387740270093 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +343% |
| Spell | 0% |
| Global | +62.5% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 14 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 270 |
| Accuracy | 56 |
| Crit Chance | 14% |
| APR | 32 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +26% |
| Nature | +23% |
| Lightning | +17% |
| Physical | +75% |
| Fire | +36% |
| All | +5% |
Offense: Damage Penetration
| Light | +15% |
| Arcane | +5% |
| Physical | +21% |
| Mind | +25% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 44.184839038977 (93.924050632911%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 40 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 60%( 73%) |
| Blight | + 2%( 73%) |
| Arcane | -2%( 73%) |
| Cold | + 48%( 73%) |
| All | -7%( 73%) |
| Mind | + 24%( 73%) |
| Lightning | + 11%( 73%) |
| Light | + 18%( 73%) |
| Temporal | + 5%( 73%) |
| Physical | + 8%( 73%) |
| Darkness | + 12%( 73%) |
| Fire | + 66%( 73%) |
| Nature | 0%( 73%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 0% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Knockback Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 19% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 353 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 or magical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -614 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Wild Growth |
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| detrimental effect | The target's lite radius has been reduced by 6, and its darkness resistance by 39%. Abyssal Shroud |
| detrimental effect | The target has been dominated. It is unable to move and has lost 15 armor and 22 defense. Attacks from I HATE ARCHERS AND MAGES 's Inner Demon gain 45% damage penetration. Dominated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 86/86 damage shrugged off this turn) Rampaging |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (11). Armor Corroded |
| beneficial effect | A flow of life spins around the target, regenerating 31.05 life per turn. Regeneration |
| beneficial effect | You gain 37% resistance against darkness. Resolve |
| detrimental effect | Reduces global action speed by 60%. Slow |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 5%. Strength and Willpower are increased by 2. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The gloom has confused the target, making it act randomly (20% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by Zubunne the skeleton warrior. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by black bear. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 356. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Taintrace (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind / 12 nature Changes resistances: +6% nature Changes resistances penetration: +25% mind Stamina each turn: +0.30 Maximum life: +42.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glorevea the RadiancerageInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +18% light / +6% acid Mental save: +10 (+4 eff.) Light radius: +6 See stealth: +14 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dragonslayer's voratun helm of the bounder (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Dex Changes resistances: +8% acid / +13% fire / +12% cold / +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Festerfurnace the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +15% fire / +9% darkness / +18% nature Changes resistances penetration: +15% nature Changes damage: +9% nature / +15% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Kindlehunter the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +24% acid / +3% light Changes damage: +12% acid / +3% light Light radius: +3 Rings can have magical properties. |
| On fingers | stralite ring 'Mayitta'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances: +9% acid / +12% temporal / +9% darkness / +12% cold / +32% fire Changes damage: +16% fire Spell save: +30 (+10 eff.) Rings can have magical properties. |
| Around waist | DESTROYER OF THE WORLDSInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +27 (+5 eff.) Changes stats: +12 Str / +12 Con Changes resistances: +31% acid / +10% lightning / +12% light / +9% fire / +29% blight / +10% cold / +5% arcane / +3% darkness Physical save: +25 (+6 eff.) Size category: +2 A belt that goes around your waist. |
| In main hand | Kigen the voratun greatmaul (69.5-104.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 nature / +28 temporal When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +21 Changes stats: +7 Dex / +1 Mag Changes resistances penetration: +5% arcane / +21% physical Changes damage: +21% physical Mana each turn: +0.16 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% Massive two-handed mauls. |
| On hands | Velebeth (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +8 Changes stats: +3 Str / +6 Dex / +4 Cun Changes resistances: +6% acid Physical save: +30 (+8 eff.) Stamina each turn: +0.40 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Eilinulemira the Rotvile (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +3% nature / +18% cold Changes damage: +9% nature / +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Changes resistances cap: +3% all Physical save: +11 (+3 eff.) Blindness immunity: +19% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Inventory
regeneration infusion (heal 223 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 19%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 19% for 5 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 ability. |
wild infusion of the sneak (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 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 ability. |
wild infusion of the warrior (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 28% for 6 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 ability. |
wild infusion of the warrior (resist 29%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 6 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 ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stabilizing copper amulet of mastery (0.12 Cursed / Rampage)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.12 Cursed / Rampage Pinning immunity: +20% Knockback immunity: +24% Amulets can have magical properties. |
starlit gold amulet of perfection (0.24 Cunning / Survival,0.24 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% light / +13% darkness Talent masteries: +0.24 Cunning / Survival +0.24 Wild-gift / Antimagic Blindness immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun amulet of perfection (0.40 Cunning / Survival,0.40 Cursed / Predator) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Cunning / Survival +0.40 Cursed / Predator Amulets can have magical properties. |
warrior's gold amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 light / 8 darkness Effects when hit in melee: * 11% chance to blind * 9% chance to inflict 15% damage reduction Changes resistances: +8% physical Changes damage: +9% light / +7% darkness Stamina each turn: +0.50 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun battleaxe of crippling (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Physical crit. chance: +19.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun battleaxe of rage (57-85.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease Damage (Melee): +19 blight When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Str Changes damage: +13% physical Disease immunity: +32% Stamina when hit: +3.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun battleaxe of evisceration (59-88.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +30 (+6 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +19% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thunderous voratun dagger of ruin (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 13% chance to daze at end of turn When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +8% lightning Critical mult.: +12.00% Sharp, short and deadly. |
plaguebringer's dwarven-steel greatmaul of phasing (41-61.5 power, 14 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 blight When wielded/worn: Disease immunity: +29% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatmaul of erosion (68-102 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 nature / +20 temporal When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +16% physical Massive two-handed mauls. |
stralite greatsword 'Cleanseward' (50-80 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +2 Physical power: +4 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Str / +4 Dex Changes resistances penetration: +5% physical Changes damage: +19% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of purging (60.5-96.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thunderous voratun longsword of ruin (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Armour penetration: +11 Physical crit. chance: +8.0% Changes stats: +1 Str / +4 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Critical mult.: +17.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Critical mult.: +16.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace of torment (36.5-51.1 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +5% mind / +13% darkness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of sand (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +9% physical Changes resistances penetration: +8% physical Changes damage: +11% physical Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
This item will automatically be transmogrified when you leave the level.wyrm's living mindstar of frost (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 8 ice / 4 physical / 6 cold / 7 fire / 10 acid / 5 lightning Changes resistances: +4% lightning / +6% physical / +24% cold / +6% fire / +8% acid Changes resistances penetration: +14% cold Changes damage: +12% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone magestaff of might (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +19 (+9 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +15% Damage Shield penetration: +24% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone magestaff of wizardry (37-44.4 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes damage: +37% lightning Talent granted: +1 Command Staff Maximum mana: +55.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff of channeling (35-42 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +35% cold Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +28 (+7 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel waraxe of purging (20-28 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+4 eff.) Disarm immunity: +26% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun waraxe of corruption (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 5% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +12% physical Disarm immunity: +23% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil / +5 Mag Spell crit. chance: +4% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ancient silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Changes resistances: +18% acid / +13% physical / +15% cold / +14% fire Changes resistances penetration: +7% physical / +6% temporal Changes damage: +8% acid / +8% temporal / +9% fire / +18% physical / +11% cold Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold / +11% blight Changes damage: +6% lightning / +11% physical / +10% cold Life regen: +3.90 Maximum life: +68.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of protection (7 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Changes stats: +6 Con Changes damage: +13% nature Physical save: +22 (+6 eff.) Poison immunity: +35% Disease immunity: +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +5% Stamina each turn: +0.70 Maximum stamina: +31.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.invigorating pair of drakeskin leather boots of massiveness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +9 Str / +4 Con Changes damage: +9% physical Stamina each turn: +0.80 Maximum life: +52.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced pair of drakeskin leather boots of uncanny dodging (10 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +10 (+5 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +5% Changes resistances: +11% acid / +6% fire / +8% cold / +12% lightning A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of evasion (19 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +19 (+9 eff.) Fatigue: +5% Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets of butchering (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +8 (+1 eff.) Armour: +3 Changes stats: +5 Str / +2 Dex / +3 Cun Changes resistances: +14% blight Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Spell save: +17 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.corrosive voratun gauntlets of butchering (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Physical power: +4 (+0 eff.) Armour: +3 Damage (Melee): 10 acid Changes resistances: +8% blight / +7% acid Changes damage: +3% acid Spell save: +14 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.polar drakeskin leather gloves of the juggernaut (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 cold Changes stats: +2 Con Changes resistances: +8% cold Changes damage: +8% cold Physical save: +19 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +38% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Life regen: +2.30 Damage Shield Power: +10% A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap of constitution (+7) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con Changes resistances: +9% acid / +11% fire / +7% cold / +5% lightning A cap made of leather. |
dwarven-steel helm 'Dawnorder' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +6% light / +9% darkness Changes resistances penetration: +10% light Changes damage: +15% light Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil Changes resistances: +11% blight Mental save: +9 (+3 eff.) Stamina when hit: +2.90 Equilibrium when hit: +2.10 A cap made of leather. |
Sunwreath the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Wil / +5 Cun Changes resistances: +20% lightning / +9% physical / +15% darkness / +6% nature / +3% light Mental save: +13 (+5 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fortifying stralite plate armour of natural resilience (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +3 Str / +4 Con Changes resistances: +11% nature / +14% blight Reduced damage from: +9% Unnatural Maximum life: +58.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of implacability (9 def, 23 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+4 eff.) Fatigue: +19% Damage (Melee): 17 acid / 15 fire Damage when hit (Melee): 10 acid / 12 fire Changes resistances: +15% acid / +20% fire Physical save: +14 (+4 eff.) A suit of armour made of metal plates. |
steel plate armour 'Cyrovea' (4 def, 22 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +22 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Blindness immunity: +15% Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level.scouring voratun shield of crushing (12 def, 3 armour, 196.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 24% chance to reduce effective powers by 20% * 22 arcane resource burn Changes stats: +5 Con Changes resistances: +12% acid / +15% nature Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.insidious quiver of dragonbone arrows of erosion (21/21, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +59 insidious poison / +11 temporal / +18 nature Arrows are used with bows to pierce your foes to death. |
9 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. |
373 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. |
5 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. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
12 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe of predation (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Str / +4 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
3 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Searpain the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Wil Changes damage: +6% mind / +6% fire Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (129 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dreamer's brass lantern of the zealotInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Light radius: +2 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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quiet iron torque of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.warded voratun torque of psychoportation [power 45] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +5 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 45), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Offalwill [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +25% nature Grants telepathy: Dragon Hate when firing a critical mind attack: +4.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.dragonbone totem of cure ailments [power 4] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By I HATE ARCHERS AND MAGES the Cornac Cursed level 33
39th Dusk 123rd year of Ascendancy at 19:48 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By I HATE ARCHERS AND MAGES the Cornac Cursed level 31
32nd Dusk 123rd year of Ascendancy at 08:43 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By I HATE ARCHERS AND MAGES the Cornac Cursed level 17
23rd Haze 122nd year of Ascendancy at 09:50 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By I HATE ARCHERS AND MAGES the Cornac Cursed level 36
73rd Dusk 123rd year of Ascendancy at 16:36 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By I HATE ARCHERS AND MAGES the Cornac Cursed level 42
74th Regrowth 124th year of Ascendancy at 11:24 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By I HATE ARCHERS AND MAGES the Cornac Cursed level 35
71st Dusk 123rd year of Ascendancy at 23:32 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
8th Decay 122nd year of Ascendancy at 09:29 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By I HATE ARCHERS AND MAGES the Cornac Cursed level 12
17th Dusk 122nd year of Ascendancy at 07:53 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By I HATE ARCHERS AND MAGES the Cornac Cursed level 34
46th Dusk 123rd year of Ascendancy at 20:11 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By I HATE ARCHERS AND MAGES the Cornac Cursed level 18
48th Haze 122nd year of Ascendancy at 07:37 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
48th Haze 122nd year of Ascendancy at 21:07 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By I HATE ARCHERS AND MAGES the Cornac Cursed level 22
2nd Mirth 123rd year of Ascendancy at 15:19 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By I HATE ARCHERS AND MAGES the Cornac Cursed level 40
32nd Regrowth 124th year of Ascendancy at 04:09 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By I HATE ARCHERS AND MAGES the Cornac Cursed level 20
78th Regrowth 123rd year of Ascendancy at 21:42 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By I HATE ARCHERS AND MAGES the Cornac Cursed level 43
22nd Pyre 124th year of Ascendancy at 21:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By I HATE ARCHERS AND MAGES the Cornac Cursed level 10
8th Flare 122nd year of Ascendancy at 09:29 see stats
Level 20 (Roguelike)
Got a character to level 20.By I HATE ARCHERS AND MAGES the Cornac Cursed level 20
69th Regrowth 123rd year of Ascendancy at 19:35 see stats
Level 30 (Roguelike)
Got a character to level 30.By I HATE ARCHERS AND MAGES the Cornac Cursed level 30
30th Dusk 123rd year of Ascendancy at 18:38 see stats
Level 40 (Roguelike)
Got a character to level 40.By I HATE ARCHERS AND MAGES the Cornac Cursed level 40
24th Regrowth 124th year of Ascendancy at 05:20 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By I HATE ARCHERS AND MAGES the Cornac Cursed level 37
56th Haze 123rd year of Ascendancy at 20:52 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By I HATE ARCHERS AND MAGES the Cornac Cursed level 15
64th Dusk 122nd year of Ascendancy at 01:45 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By I HATE ARCHERS AND MAGES the Cornac Cursed level 25
1st Summertide 123rd year of Ascendancy at 08:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By I HATE ARCHERS AND MAGES the Cornac Cursed level 43
22nd Pyre 124th year of Ascendancy at 04:24 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By I HATE ARCHERS AND MAGES the Cornac Cursed level 30
31st Dusk 123rd year of Ascendancy at 05:21 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By I HATE ARCHERS AND MAGES the Cornac Cursed level 35
68th Dusk 123rd year of Ascendancy at 11:32 see stats
The Arena (Roguelike)
Unlocked Arena mode.By I HATE ARCHERS AND MAGES the Cornac Cursed level 8
5th Mirth 122nd year of Ascendancy at 19:54 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
9th Decay 122nd year of Ascendancy at 04:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By I HATE ARCHERS AND MAGES the Cornac Cursed level 9
2nd Flare 122nd year of Ascendancy at 01:20 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
69th Regrowth 123rd year of Ascendancy at 18:41 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By I HATE ARCHERS AND MAGES the Cornac Cursed level 37
56th Haze 123rd year of Ascendancy at 15:57 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
8th Decay 122nd year of Ascendancy at 15:45 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By I HATE ARCHERS AND MAGES the Cornac Cursed level 30
31st Dusk 123rd year of Ascendancy at 04:03 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
8th Decay 122nd year of Ascendancy at 14:04 see stats
Unstoppable (Roguelike)
Returned from the dead.By I HATE ARCHERS AND MAGES the Cornac Cursed level 19
9th Decay 122nd year of Ascendancy at 03:57 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By I HATE ARCHERS AND MAGES the Cornac Cursed level 30
32nd Dusk 123rd year of Ascendancy at 04:57 see stats
Log
I HATE ARCHERS AND MAGES is invigorated by the attack!
Nightmare horror hits I HATE ARCHERS AND MAGES for (78 antimagic), 178 darkness (178 total damage).
Mana Clash hits Nightmare horror for 0 arcane damage.
I HATE ARCHERS AND MAGES hits Nightmare horror for (6 absorbed), 0 arcane (1 total damage).
I HATE ARCHERS AND MAGES is invigorated by the attack!
I HATE ARCHERS AND MAGES 's Inner Demon feels closer to the abyss!
I HATE ARCHERS AND MAGES 's Inner Demon is invigorated by the attack!
I HATE ARCHERS AND MAGES 's Inner Demon is invigorated by the attack!
I HATE ARCHERS AND MAGES 's Inner Demon feels closer to the abyss!
I HATE ARCHERS AND MAGES 's Inner Demon is invigorated by the attack!
I HATE ARCHERS AND MAGES 's Inner Demon hits Nightmare horror for 0 arcane damage.
Mana Clash hits Nightmare horror for 0 arcane damage.
Mana Clash hits Nightmare horror for 0 arcane damage.
I HATE ARCHERS AND MAGES 's Inner Demon hits Nightmare horror for 0 arcane damage.
Nightmare horror's abyssal darkness area effect hits I HATE ARCHERS AND MAGES 's Inner Demon for (21 antimagic), 0 darkness (0 total damage).
Nightmare horror's abyssal darkness area effect hits I HATE ARCHERS AND MAGES 's Inner Demon for (21 antimagic), 0 darkness (0 total damage).
Nightmare horror's abyssal darkness area effect hits I HATE ARCHERS AND MAGES 's Inner Demon for (36 antimagic), 0 darkness (0 total damage).
Nightmare horror's abyssal darkness area effect hits I HATE ARCHERS AND MAGES for (24 antimagic), 0 darkness (0 total damage).
Mana Clash hits Nightmare horror for 0 arcane damage.
I HATE ARCHERS AND MAGES hits Nightmare horror for 0 arcane damage.
I HATE ARCHERS AND MAGES 's Inner Demon hits Nightmare horror for 0 arcane damage.
Mana Clash hits Nightmare horror for 0 arcane damage.
I HATE ARCHERS AND MAGES is freed from the demons.
I HATE ARCHERS AND MAGES feels pain again.
I HATE ARCHERS AND MAGES 's Inner Demon is dismayed!
Talent Harass Prey is ready to use.
Talent Aura of Silence is ready to use.
I HATE ARCHERS AND MAGES 's Inner Demon uses Slash.
Your hatred grows even as your life fades! (+29 hate)
Saving game...
































































































































