










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 31 / 87% |
| Size | huge |
| Lifes / Deaths | Killed by thief at level 2 on the 1st Mirth 122nd year of Ascendancy at 05:44 0 / 7Killed by Animated nature's thorny mindstar of storms at level 21 on the 63rd Haze 122nd year of Ascendancy at 17:32 Killed by Polareda the eternal bone giant at level 23 on the 2nd Allure 123rd year of Ascendancy at 02:35 Killed by Aletta Soultorn at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 19:23 Killed by ghoul at level 27 on the 6th Regrowth 123rd year of Ascendancy at 21:25 Killed by armoured skeleton warrior at level 28 on the 30th Regrowth 123rd year of Ascendancy at 09:03 Killed by Gabrenor the faerlhing at level 31 on the 58th Regrowth 123rd year of Ascendancy at 03:06 |
Primary Stats
| Strength | 129 (base 60) |
| Dexterity | 15 (base 11) |
| Constitution | 54 (base 34) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 46 (base 40) |
Resources
| Life | -302/1183 |
| Stamina | 169/217 |
| Healing Factor | 1.2997803169825 |
| Regeneration | 2.9245057132106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 52 |
| Crit Chance | 29% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 59.723073231957 (96.438666929426%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 24 |
| Mental Save | 30 |
Defense: Resistances
| Acid | -3%( 70%) |
| All | + 10%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 28%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 65% |
| Stun Resistance | 29% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 904% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 649 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 534 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by mountain troll thunderer. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Shardskin. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by forreal. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 unlocked the training room. * 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: 93. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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* Rak'shor Pride, in the west of the southern desert. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (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. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. Glowspawn (Light source)]Glowspawn Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +2%(-) physical Changes resistances penetration: +5%(-) light Reduces incoming crit damage: 10.00% (-) Mental save: +12 (+6 eff.) (-) Only die when reaching: -60.00 life (-) Maximum life: +50.00 (-) Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 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 masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+7 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +25% (-) Pinning immunity: +23% (-) Knockback immunity: +21% (-) Maximum life: +21.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) You heal for 2.5% of the damage you deal. Healing during current combat: 13.62 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. Obliterator (159% power, 10 apr) (In main hand)]Obliterator (159% power, 10 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 159% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 129 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5(-) Str / +5(-) Con Critical mult.: +10.00% (-) This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | [vs. Borfast's Cage (10 def, 20 armour) (Main armor)]Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 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 (+5 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 | [vs. Ururin the linen cloak (1 def, 0 armour) (Cloak)]Ururin the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) (-) Armour penetration: +2 (-) Physical power: +5 (+1 eff.) (-) Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Str / +1(-) Con Changes resistances penetration: +10%(-) physical Only die when reaching: -20.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet Crafted 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. |
Inventory
heroism infusion of the warrior (die at -937; dur 7; cd 34)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: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -937 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2113 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 414; 16 cd)] (on body)]regeneration infusion of the warrior (heal 635; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 635(-14) life over 5(-) turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 18%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 18%; mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
[vs. Feathersteel Amulet (Around neck)]The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-7 eff.)) Fatigue: +0% (+20%) Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Maximum encumbrance: +0 (-20) Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+5 eff.) Infravision radius: +6 Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
[vs. Feathersteel Amulet (Around neck)]Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-15 (-7 eff.)) Fatigue: +0% (+20%) Maximum encumbrance: +0 (-20) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. copper ring of tenacity (On fingers, 1 of 2)]Grinirab the Skycast Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Wil Changes resistances: +22% nature / +9% lightning Changes damage: +11% nature / +6% light Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]marksman's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +5 (+3 eff.) Disarm immunity: +0% (-25%) Confusion immunity: +22% Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]warrior's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +2 Str Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) Spellpower: +6 (+6 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]Ring of Growth 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 (+3 eff.) Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Life regen: +3.00 Maximum life: +0.00 (-21.00) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-21.00) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Disarm immunity: +0% (-25%) Pinning immunity: +0% (-23%) Knockback immunity: +100% (+79%) Maximum life: +0.00 (-21.00) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
[vs. Obliterator (159% power, 10 apr) (In main hand)]Eksatin's Ultimatum (175% power, 25 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% (+15%) Range: 1.5x (+0.0x) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+15) Crit. chance: +25.0% (+25.0%) Attack speed: 100% (-) On weapon hit: - Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 129 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. On weapon crit: + decapitate a weakened target When wielded/worn: Changes stats: +0(-5) Str / +0(-5) Con Critical mult.: +25.00% (+15.00%) This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
[vs. Obliterator (159% power, 10 apr) (In main hand)]Xulrariarin the Viperpierce (144% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% (-14%) Range: 1.6x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-8) Crit. chance: +3.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 44% - Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 129 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +0(-5) Str / +0(-5) Con Changes resistances: +5% arcane Critical mult.: +0.00% (-10.00%) Disarm immunity: +28% Massive two-handed swords. |
[vs. Obliterator (159% power, 10 apr) (In main hand)]Phlegm's kiss (160% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% (+0%) Range: 1.6x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-7) Crit. chance: +4.5% (+4.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to reduce all saves and defense by 18 * 20% chance to slow global speed by 44% + Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 129 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Damage (Melee): +10 light / +4 mind Damage against: +20% Undead When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +0(-5) Str / +6 Dex / +0(-5) Con Changes damage: +3% nature / +6% mind Critical mult.: +0.00% (-10.00%) Combat speed: +10% Massive two-handed swords. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]impenetrable iron plate armour of cold resistance (0 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 (-8) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +22% (-2%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +16% cold / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]enlightening steel plate armour of the deep (0 def, 11 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 (-9) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +22% (-2%) Changes stats: +5 Wil / +4 Cun / +0(-5) Con Changes resistances: +7%(+22%) acid / +7% cold / +0%(-15%) physical Allows you to breathe in: water Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +11 (+6 eff.) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]impenetrable steel plate armour of clarity (0 def, 18 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +22% (-2%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical / +5% mind Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +12 (+6 eff.) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)]impenetrable dwarven-steel plate armour of implacability (0 def, 24 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 (+4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +16% (-8%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +5 (+2 eff.) (-10 (-3 eff.)) Disease immunity: +15% Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. It was changed by the digestive sack. |
[vs. Mighty Girdle (Around waist)]insulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes resistances: +5% fire / +6% cold Maximum encumbrance: +0 (-70) Physical save: +5 (+2 eff.) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
[vs. Ururin the linen cloak (1 def, 0 armour) (Cloak)]linen cloak 'Neryta' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +6 Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Str / +0(-1) Con Changes resistances: +9% acid / +3% lightning / +9% blight / +10% cold / +5% arcane / +3% nature Changes resistances penetration: +0%(-10%) physical Only die when reaching: +0.00 life (+20.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]Ivyth (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Cun Changes resistances: +6% lightning / +6% temporal / +3%(-17%) cold / +5% arcane / +0%(-10%) nature Changes damage: +0%(-15%) cold Only die when reaching: -60.00 life Maximum hate: +2.00 Mental crit. chance: +1% Light radius: +0 (-1) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]pair of rough leather boots 'Emelovena' (25 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +25 (+12 eff.) (+24 (+12 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +0(-4) Wil / +1(-3) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +3% mind / +0%(-15%) cold Life regen: +2.00 Equilibrium when hit: +0.04 Maximum psi: +20.00 Light radius: +0 (-1) Movement speed: +0% (-20%) Healing mod.: +10% A pair of boots made of leather. |
[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-8) Changes stats: +4 Wil / +4 Cun / +0(-4) Con Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent cooldown: Clinch ((+0(+2) turn) Poison immunity: +20% Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Scumspire (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 (-7) Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +2 Dex / +0(-4) Con Changes resistances: +2% physical Talent cooldown: Clinch ((+0(+2) turn) Spell save: +3 (+2 eff.) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]iron helm 'Xanudamira' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +2 Dex / +0(-4) Wil / +3(-2) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: -20.00 life Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]iron helm of strength (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +2(-3) Str / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +3(-2) Str / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]stabilizing iron helm of the depths (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% cold Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Allows you to breathe in: water Physical save: +11 (+4 eff.) (-1 (+0 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
5 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. |
14 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. |
7 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. |
3 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. |
7 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 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
7 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. |
10 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
427 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. |
[vs. Glowspawn (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-2%) physical Changes resistances penetration: +0%(-5%) light Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+60.00 life) Maximum life: +0.00 (-50.00) Light radius: +3 (-1) 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. |
[vs. Glowspawn (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-2%) physical Changes resistances penetration: +0%(-5%) light Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +6 (+3 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+60.00 life) Maximum life: +0.00 (-50.00) Light radius: +3 (-1) See stealth: +7 See invisible: +7 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. |
[vs. Glowspawn (Light source)]Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-2%) physical Changes resistances penetration: +0%(-5%) light Damage against: +25% Horror Reduced damage from: +25% Horror Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+60.00 life) Maximum life: +0.00 (-50.00) Light radius: +7 (+3) See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
[vs. Glowspawn (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light / +0%(-2%) physical Changes resistances penetration: +0%(-5%) light Changes damage: +10% light Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+60.00 life) Maximum life: +0.00 (-50.00) Light radius: +5 (+1) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(70 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Prox's Lucky Halfling Foot (Tool)]woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +11% nature Changes damage: +6% nature Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By forreal the Ogre Berserker level 27
10th Regrowth 123rd year of Ascendancy at 16:06 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By forreal the Ogre Berserker level 31
56th Regrowth 123rd year of Ascendancy at 19:00 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By forreal the Ogre Berserker level 20
63rd Dusk 122nd year of Ascendancy at 08:46 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By forreal the Ogre Berserker level 8
5th Flare 122nd year of Ascendancy at 00:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By forreal the Ogre Berserker level 30
35th Regrowth 123rd year of Ascendancy at 06:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By forreal the Ogre Berserker level 19
61st Dusk 122nd year of Ascendancy at 12:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By forreal the Ogre Berserker level 28
24th Regrowth 123rd year of Ascendancy at 19:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By forreal the Ogre Berserker level 10
8th Dusk 122nd year of Ascendancy at 00:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By forreal the Ogre Berserker level 20
61st Dusk 122nd year of Ascendancy at 18:07 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By forreal the Ogre Berserker level 30
34th Regrowth 123rd year of Ascendancy at 22:09 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By forreal the Ogre Berserker level 19
60th Dusk 122nd year of Ascendancy at 00:56 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By forreal the Ogre Berserker level 22
64th Haze 122nd year of Ascendancy at 02:12 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By forreal the Ogre Berserker level 17
41st Dusk 122nd year of Ascendancy at 09:58 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By forreal the Ogre Berserker level 31
52nd Regrowth 123rd year of Ascendancy at 00:19 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By forreal the Ogre Berserker level 24
9th Allure 123rd year of Ascendancy at 23:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By forreal the Ogre Berserker level 10
8th Dusk 122nd year of Ascendancy at 00:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By forreal the Ogre Berserker level 11
15th Dusk 122nd year of Ascendancy at 03:56 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By forreal the Ogre Berserker level 21
34th Haze 122nd year of Ascendancy at 06:07 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By forreal the Ogre Berserker level 23
80th Haze 122nd year of Ascendancy at 04:14 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By forreal the Ogre Berserker level 16
40th Dusk 122nd year of Ascendancy at 16:39 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By forreal the Ogre Berserker level 26
6th Regrowth 123rd year of Ascendancy at 21:15 see stats
Log
Chitinous spider misses forreal.
Chitinous spider uses Infusion: Healing.
Chitinous spider receives 101 healing from Infusion: Healing.
Spitting spider uses Infusion: Regeneration.
Spitting spider starts regenerating health quickly.
Chitinous spider hits forreal for 0 nature damage.
Chitinous spider is dazed!
Chitinous spider is not dazed anymore.
forreal hits Chitinous spider for 277 physical, 141 physical (419 total damage).
Bloodcaller hits forreal for 9 healing, 4 healing (0 total damage) [14 healing].
forreal killed Chitinous spider!
Gabrenor the faerlhing casts Drain.
Gabrenor the faerlhing hits forreal for 214 blight damage.
Gabrenor the faerlhing casts Manathrust.
Gabrenor the faerlhing's spell attains critical power!
Gabrenor the faerlhing hits forreal for 444 arcane damage.
Forreal uses Death Dance.
Gabrenor the faerlhing is dazed!
Gabrenor the faerlhing is not dazed anymore.
Gabrenor the faerlhing starts to bleed.
forreal hits Gabrenor the faerlhing for (603 to bones), 0 physical, (125 to bones), 0 physical, (8 absorbed), 0 physical (0 total damage).
Bleeding from Forreal hits Gabrenor the faerlhing for (9 absorbed), 0 physical (0 total damage).
Gabrenor the faerlhing casts Soul Rot.
Gabrenor the faerlhing's spell attains critical power!
Gabrenor the faerlhing's Soul Rot hits forreal for 417 blight damage.
forreal the level 31 ogre berserker was tainted to death by Gabrenor the faerlhing on level 1 of Ardhungol.









































































































