












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Stealth Transmo 1.7.0Modifies certain quest artifacts so that using them while no hostiles are in line of sight does not break stealth. Currently supported:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 33 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Yvuth the gwelgoroth at level 33 on the 15th Stralite 123rd year of Ascendancy at 23:46 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 60) |
| Dexterity | 15 (base 14) |
| Constitution | 14 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 69 (base 60) |
| Cunning | 27 (base 17) |
Resources
| Life | -149/1053 |
| Hate | 61/108 |
| Equilibrium | 30 |
| Healing Factor | 0.9098356512188 |
| Regeneration | 4.7766371688987 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 6 |
| See Invisible | 6 |
| Stealth | 31 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 40 |
| Crit Chance | 34% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Acid | +8% |
| Nature | +17% |
| Physical | +20% |
| Mind | +28% |
| All | +5% |
Offense: Damage Penetration
| Light | +20% |
| Blight | +25% |
| Mind | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 27 |
| Physical Save | 27 |
| Spell Save | 29 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | 0%( 70%) |
| All | 0%( 70%) |
| Darkness | + 19%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 23%( 70%) |
| Lightning | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 42% |
| Fear Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| 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 573 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 184 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 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.51 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.21 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by cave troll. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Cultist. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Usdeis. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Voidgrind' (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 2 physical Changes resistances: +2% physical Changes damage: +3% darkness Only die when reaching: -80.00 life Infravision radius: +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ArthisavonInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Mag / +3 Wil / +1 Con Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 See stealth: +6 See invisible: +6 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 | Smoldergrind the linen wizard hat (Shrouds) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun Changes resistances: +11% mind Changes resistances penetration: +10% fire Changes damage: +11% mind Critical mult.: +20.00% Maximum hate: +8.00 Mindpower: +15 (+3 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
| On hands | Glimmerslicer the drakeskin leather gloves (Nightmares) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +9.0% Armour: +3 Effects on melee hit: * 19% chance to reduce all saves and defense by 38 Damage (Melee): 25 mind / 29 darkness Changes stats: +4 Cun Changes resistances: +10% darkness / +3% blight Changes resistances penetration: +10% light / +25% blight Critical mult.: +12.00% Mental save: -11 (-5 eff.) Spell crit. chance: +14% Mindpower: +7 (+1 eff.) Mental crit. chance: +11% Light radius: +3 Infravision radius: +3 When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +21 darkness Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ebonyquell the iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +1 Str Changes damage: +12% nature Spell save: +3 (+2 eff.) Stun/Freeze immunity: +20% Infravision radius: +1 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cracklebearer the steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes stats: +3 Dex Changes resistances: +3% acid / +3% lightning Changes damage: +3% acid Stun/Freeze immunity: +28% Life regen: +3.00 Maximum stamina: +30.00 Curse of Nightmares Rings make your fingers look great! |
| On fingers | gold quartz ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes damage: +5% all Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Mindpower: +11 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | steel amulet 'Brenodedothad'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Cun / +2 Mag Changes damage: +15% physical Talent masteries: +0.21 Cursed / Strife +0.21 Cursed / Cursed form Amulets make your neck look great! |
| In main hand | Harorerath (Madness) (142% power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage against: +19% Unnatural When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+3 eff.) Changes stats: +5 Wil Changes resistances penetration: +15% mind Changes damage: +9% mind Mental crit. chance: +6% Curse of Madness Sharp, long, and deadly. |
| Around waist | rough leather belt 'Satyrgash' (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +6% lightning / +5% arcane / +3% acid Maximum life: +32.00 Curse of Shrouds A belt that goes around your waist. |
| In off hand | Darktitan (Shrouds) (0 def, 6 armour, 140% power, 77.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (radius 1) on hit: +8 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 10 mind / 6 darkness Changes resistances: +6% darkness / +17% fire Changes resistances penetration: +10% light Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | linen cloak 'Blackkiller' (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 8 acid Changes resistances: +3% darkness / +6% fire Maximum life: +45.00 Maximum stamina: +13.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Relguvor' (Nightmares) (10 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Fatigue: +22% Damage when hit (Melee): 2 mind Changes damage: +3% mind Critical mult.: +15.00% Life regen: +2.00 Maximum life: +63.00 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 180; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 481%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 595%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 519; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 519 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; mental, magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 326 (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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
VoryldatiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes resistances: +27% cold / +24% mind / +14% fire Changes damage: +7% physical Confusion immunity: +25% Combat speed: +10% Amulets make your neck look great! |
copper amulet 'Quenchstone'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 cold Changes resistances: +15% mind / +3% cold Changes resistances cap: +3% all Changes resistances penetration: +5% cold Physical save: +7 (+4 eff.) Amulets make your neck look great! |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +2.00 Amulets make your neck look great! |
Glowmistress the steel ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +24% acid / +3% fire / +6% light Changes resistances penetration: +10% light / +5% fire Changes damage: +12% acid Curse of Shrouds Rings make your fingers look great! |
Ring of Growth (Nightmares)Infused 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 (+4 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Zogodas the Obsidianlash (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +4 Dex / +4 Mag / +5 Cun Changes resistances: +22% light Changes resistances penetration: +20% mind Changes damage: +11% light Spell save: +8 (+4 eff.) Curse of Misfortune Rings make your fingers look great! |
copper citrine ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 Curse of Misfortune Rings make your fingers look great! |
copper ring of time (+10%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Curse of Madness Rings make your fingers look great! |
gold quartz ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Curse of Madness Rings make your fingers look great! |
sneakthief's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Curse of Madness Rings make your fingers look great! |
steel ring 'Weeppunish' (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +24% nature Changes damage: +18% nature / +3% darkness Stun/Freeze immunity: +23% Life regen: +3.00 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
iron battleaxe (Corpses) (114% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 114% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
Spellblaze Shard (Madness) (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Madness This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
iron dagger (Shrouds) (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Shrouds Sharp, short and deadly. |
steel longsword 'Ulfylarach' (Nightmares) (109% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +10% mind Changes damage: +3% acid Critical mult.: +10.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+2 eff.) Combat speed: +10% Curse of Nightmares Sharp, long, and deadly. |
thought-forged iron longsword (Misfortune) (102% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 38 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Curse of Misfortune Sharp, long, and deadly. |
thought-forged iron longsword of massacre (Nightmares) (114% power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 114% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 38 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Curse of Nightmares Sharp, long, and deadly. |
truestriking dwarven-steel longsword of shearing (Corpses) (124% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +8% physical / +8% all Curse of Corpses Sharp, long, and deadly. |
dwarven-steel mace 'Glittersorrow' (Shrouds) (133% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +4 Cun / +7 Wil Changes damage: +12% light Equilibrium when hit: +0.08 Curse of Shrouds Blunt and deadly. |
rough leather sling of piercing (Corpses)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +6% all Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Arcguile (Misfortune) (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +3 Dex / +1 Con Changes resistances: +12% lightning Changes damage: +29% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) Spell crit. chance: +10% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 38.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Brandpride (Misfortune) (102% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +12 fire When wielded/worn: Changes stats: +2 Str / +3 Wil Changes damage: +3% fire Curse of Misfortune One-handed war axes. |
Adevena (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +2 Dex / +1 Wil Changes resistances: +6% lightning / +5% temporal Changes damage: +6% acid Reduces incoming crit damage: 10.00% Curse of Nightmares A belt that goes around your waist. |
Sleetbloom (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Cun / +5 Dex Changes resistances: +15% cold Maximum life: +32.00 Curse of Corpses A belt that goes around your waist. |
Velikira the linen cloak (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Str / +1 Con Changes damage: +12% acid Maximum life: +31.00 Light radius: +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +31.00 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. |
thick linen cloak (Shrouds) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silithra the elven-silk robe (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+4 eff.) Changes stats: +1 Dex / +10 Mag / +7 Wil Changes resistances: +15% all Changes damage: +30% arcane / +30% temporal Spell save: +21 (+11 eff.) Mental save: +6 (+3 eff.) Silence immunity: +50% Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +73.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +9% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ravenkill (Misfortune) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +2 Dex Maximum stamina: +10.00 Infravision radius: +2 Curse of Misfortune A pair of boots made of leather. |
pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% 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. |
Radhelabar (Misfortune) (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +10 Fatigue: +5% Damage (Melee): 12 mind / 8 physical Changes stats: +6 Dex Changes resistances: +9% acid / +6% fire / +7% mind / +5% arcane Changes damage: +8% mind / +7% physical Cut immunity: +20% Life regen: +2.00 Maximum life: +20.00 When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +10 mind / +11 physical Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tulyndur (Madness) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +6% blight / +3% temporal / +3% lightning Changes resistances penetration: +5% mind Physical save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +27% Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets of dexterity (+2) (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +2 Dex Changes resistances: +6% acid Changes damage: +3% acid When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Mental save: +5 (+3 eff.) Maximum life: +42.00 When used to modify unarmed attacks: Power: 110% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+3) (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (Misfortune) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Aleduchik (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +5 Dex / +3 Wil Physical save: +11 (+6 eff.) Infravision radius: +1 Curse of Nightmares A cap made of leather. |
Flametitan (Corpses) (16 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+8 eff.) Changes resistances: +3% fire Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Equilibrium when hit: +1.00 Psi when hit: +0.70 Hate when hit: +0.80 Only die when reaching: -20.00 life Maximum life: +60.00 Curse of Corpses A pointy cloth hat, very wizardly... |
Shiveroblivion the iron helm (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +5% cold Changes damage: +12% cold Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +20% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xaninor the iron helm (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +3% temporal / +5% arcane Spell save: +3 (+2 eff.) Life regen: +4.00 Maximum life: +100.00 Infravision radius: +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Issykath' (Corpses) (1 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+4 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% darkness Physical save: +3 (+2 eff.) Psi each turn: +0.13 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Corpses A pointy cloth hat, very wizardly... |
linen wizard hat of frost (+16%) (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes damage: +11% cold Curse of Nightmares A pointy cloth hat, very wizardly... |
linen wizard hat of knowledge (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +3 Wil Mindpower: +3 (+0 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Curse of Nightmares A cap made of leather. |
Xanekira (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +3% mind / +3% light Disarm immunity: +20% Only die when reaching: -20.00 life Maximum life: +23.00 Curse of Madness A suit of armour made of mail. |
Flashtrencher (Nightmares) (0 def, 2 armour, 97% power, 20.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 1 ice Changes resistances: +6% lightning / +6% temporal Changes damage: +3% mind / +6% light Talent granted: +1 Block Spell save: +3 (+2 eff.) Curse of Nightmares Handheld deflection devices. |
Ulydar (19/19, 163% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 6 * Create an explosion dealing 15 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Ranged): +41 blight / +8 arcane Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +16 arcane Arrows are used with bows to pierce your foes to death. |
4 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. |
316 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
Glintvault the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% temporal / +9% cold / +6% light / +5% arcane Infravision radius: +1 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)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 'Glorutha' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +3% temporal Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
VoryssraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil / +3 Cun Changes resistances: +6% lightning / +5% arcane / +3% darkness Changes damage: +15% mind 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. |
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. |
brass lantern 'Adegavea'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% temporal Disease immunity: +10% Teleport immunity: +10% 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
keeper's yew longbow of fire (Corpses)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Changes resistances penetration: +11% physical / +9% temporal Changes damage: +17% fire / +15% temporal / +15% physical Talent cooldown: Arrow Stitching (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Usdeis the Dwarf Cursed level 25
9th Steel 123rd year of Ascendancy at 10:00 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Usdeis the Dwarf Cursed level 33
15th Stralite 123rd year of Ascendancy at 17:32 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Usdeis the Dwarf Cursed level 21
11st Wealth 122nd year of Ascendancy at 23:04 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Usdeis the Dwarf Cursed level 29
15th Gold 123rd year of Ascendancy at 14:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Usdeis the Dwarf Cursed level 23
30th Iron 123rd year of Ascendancy at 18:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Usdeis the Dwarf Cursed level 23
1st Steel 123rd year of Ascendancy at 13:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Usdeis the Dwarf Cursed level 10
30th Voratun 122nd year of Ascendancy at 07:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Usdeis the Dwarf Cursed level 20
28th Profit 122nd year of Ascendancy at 18:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Usdeis the Dwarf Cursed level 30
15th Gold 123rd year of Ascendancy at 14:29 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Usdeis the Dwarf Cursed level 22
8th Iron 123rd year of Ascendancy at 00:09 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Usdeis the Dwarf Cursed level 30
15th Gold 123rd year of Ascendancy at 22:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Usdeis the Dwarf Cursed level 31
22nd Gold 123rd year of Ascendancy at 23:57 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Usdeis the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 20:12 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Usdeis the Dwarf Cursed level 16
16th Profit 122nd year of Ascendancy at 07:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Usdeis the Dwarf Cursed level 6
26th Voratun 122nd year of Ascendancy at 10:03 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Usdeis the Dwarf Cursed level 25
27th Steel 123rd year of Ascendancy at 19:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Usdeis the Dwarf Cursed level 10
1st Acquisition 122nd year of Ascendancy at 10:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Usdeis the Dwarf Cursed level 25
27th Steel 123rd year of Ascendancy at 19:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Usdeis the Dwarf Cursed level 17
17th Profit 122nd year of Ascendancy at 13:19 see stats
Log
Usdeis hits Yvuth the gwelgoroth for (44 flat reduction), 532 physical, (25 flat reduction), 0 darkness, (33 flat reduction), 0 mind, (44 flat reduction), 182 physical, (44 flat reduction), 28 darkness, (44 flat reduction), 50 mind, (20 flat reduction), 0 darkness (792 total damage).
Yvuth the gwelgoroth uses Overheat Bullets.
Yvuth the gwelgoroth tweaks some of his bullets.
Yvuth the gwelgoroth uses Steady Shot.
Yvuth the gwelgoroth's dragonsfire trap's fire area effect hits Terror for 57 fire damage.
Yvuth the gwelgoroth's dragonsfire trap's fire area effect hits Usdeis for (36 antimagic), 29 fire (29 total damage).
Yvuth the gwelgoroth's dragonsfire trap's fire area effect hits Terror for 80 fire damage.
Usdeis harrows Yvuth the gwelgoroth!
Poison bursts out of Usdeis's corpse!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Yvuth the gwelgoroth's Steady Shot hits Usdeis for 91 physical damage.
Yvuth the gwelgoroth's Steady Shot hits Usdeis for 86 physical, (2 antimagic), 0 acid (86 total damage).
Curse of Nightmares hits Yvuth the gwelgoroth for (44 flat reduction), 25 mind, (44 flat reduction), 1 darkness (27 total damage).
Usdeis the level 33 dwarf cursed was minced to death by Yvuth the gwelgoroth on level 2 of Tempest Peak.
Yvuth the gwelgoroth is no longer being stalked by Usdeis.




















































































































