











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by rotting mummy at level 2 on the 33rd Dusk 122nd year of Ascendancy at 07:34 1 / 4Killed by Silenn the green worm mass at level 18 on the 27th Haze 122nd year of Ascendancy at 15:34 Killed by Poromina the gigantic corrosive tunneler at level 19 on the 28th Haze 122nd year of Ascendancy at 19:08 Killed by Aromiwyn the sandworm at level 19 on the 28th Haze 122nd year of Ascendancy at 22:36 |
Primary Stats
| Strength | 37 (base 24) |
| Dexterity | 18 (base 10) |
| Constitution | 49 (base 47) |
| Magic | 12 (base 10) |
| Willpower | 37 (base 28) |
| Cunning | 18 (base 10) |
Resources
| Life | 831/831 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.0621491245002 |
| Regeneration | 0.26553728112505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 37 |
| Crit Chance | 5% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Light | +13% |
| Darkness | +12% |
| Nature | +4% |
| Physical | +14% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| All | 0% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 13 |
| Physical Save | 25 |
| Spell Save | 21 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 43%( 70%) |
| Mind | + 40%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 34%( 70%) |
| Lightning | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| 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 372 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 xorn fragment. * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within | active |
Equipment
| On feet | Duathelwilder (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +6% lightning / +6% temporal / +3% mind Changes resistances penetration: +10% nature Maximum life: +100.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Wretch's kiss the hardened leather cap (Nightmares) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +5 Str / +2 Con Changes damage: +9% physical Reduces incoming crit damage: 15.00% Infravision radius: +2 Curse of Nightmares A cap made of leather. |
| On hands | radiant rough leather gloves of strength (+2) (Madness) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +3% light When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Yarogund the Carrionwilder [power 83] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 10 nature Changes resistances penetration: +5% nature Changes damage: +6% acid It can be used to setup a psionic shield, reducing all damage taken by 83 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper citrine ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +8 Cun / +5 Dex Changes resistances: +22% acid Changes resistances penetration: +25% nature Changes damage: +11% acid Mindpower: +20 (+6 eff.) Light radius: +4 Infravision radius: +4 Curse of Shrouds Rings make your fingers look great! |
| On fingers | warrior's copper ring of the mind (+11%) (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +11% mind Changes damage: +11% mind Curse of Misfortune Rings make your fingers look great! |
| Around neck | warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | Gonne the vined mindstar (Madness) (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +1 Defense: +10 (+5 eff.) Damage (Melee): 6 physical Changes resistances: +3% blight / +6% physical / +3% mind Changes resistances penetration: +6% physical Changes damage: +4% nature / +5% physical Talent granted: +1 Attune Mindstar Disease immunity: +12% Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Betagath the rough leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% fire Changes damage: +3% mind Spell save: +6 (+3 eff.) Disease immunity: +10% Maximum life: +71.00 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
| In off hand | windwalling iron shield (Shrouds) (0 def, 2 armour, 97% power, 23.5 block)Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 Damage (Melee): +11 physical When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +1 Wil Changes resistances: +10% physical Talent granted: +1 Block Slows Projectiles: +11% Bonus block near projectiles: +13 Curse of Shrouds Handheld deflection devices. |
| Cloak | linen cloak 'Ulferim' (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +2 Mag / +5 Wil Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Infravision radius: +2 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 | mindwoven silk robe of darkness (+18%) (Madness) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +18% darkness / +13% all Changes damage: +12% darkness Mental save: +17 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the psychic (die at -408; dur 7; cd 30) 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: 30 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 -408 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 408 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 334; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 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. |
acid wave rune of the duelist (damage 110; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 109.51 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 121; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 120.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 4; phase 17; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 14; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 16; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 68; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 68 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 78; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 38; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 75; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +21% Disease immunity: +20% Amulets make your neck look great! |
copper amulet of mastery (0.12 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Cunning / Survival Amulets make your neck look great! |
copper amulet of mastery (0.11 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Technique / Combat training Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.insulating gold amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% fire / +16% cold Amulets make your neck look great! |
serendipitous gold amulet of mastery (0.16 Wild-gift / Mindstar mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Lck Talent mastery: +0.16 Wild-gift / Mindstar mastery Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Aerazilachak (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +6 Str Changes resistances: +6% nature Physical save: +18 (+9 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +24% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Rings make your fingers look great! |
Dourgrinder (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Cun Changes resistances: +9% lightning Changes damage: +6% darkness Curse of Misfortune Rings make your fingers look great! |
Obsidianjustice (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% mind / +3% darkness Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Curse of Madness Rings make your fingers look great! |
copper ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Nightmares Rings make your fingers look great! |
savior's copper ring of sensing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +5 Curse of Madness Rings make your fingers look great! |
Stormfront (Madness) (136% power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
enhanced voratun dagger of massacre (Shrouds) (155% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 155% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +3 Dex / +6 Mag / +5 Wil / +5 Cun / +3 Con Curse of Shrouds Sharp, short and deadly. |
steel dagger 'Duragogar' (Corpses) (104% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +14 blight When wielded/worn: Changes stats: +7 Con / +7 Wil Changes resistances penetration: +5% acid Changes damage: +3% acid / +12% temporal Maximum life: +30.00 Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatmaul of phasing (Corpses) (148% power, 16 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (radius 1) on hit: +9 fire Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatsword of vileness (Corpses) (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 139% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +13 blight Damage (radius 1) on hit: +7 fire Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel mace of evisceration (Madness) (132% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +21% Curse of Madness Blunt and deadly. |
creative thorny mindstar of storms (Misfortune) (100% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 lightning Changes stats: +4 Str / +3 Dex / +3 Mag / +1 Wil / +6 Cun / +1 Con Changes resistances: +6% lightning Changes resistances penetration: +9% lightning Changes damage: +10% lightning Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.throat-seeking hardened leather sling (Corpses) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +14 nature When wielded/worn: Changes resistances penetration: +6% nature Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Blizzardslicer the yew magestaff (Corpses) (120% power, 4 apr, arcane element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances penetration: +15% cold Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Infravision radius: +2 See invisible: +9 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew magestaff (Corpses) (127% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag 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: Changes damage: +24% arcane Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of life (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Life regen: +0.70 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's hardened leather belt of burglary (Misfortune) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +3 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +8 Mana each turn: +0.24 Maximum mana: +29.00 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. |
Bethylratta the linen cloak (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +1 Dex / +4 Mag / +4 Wil Changes resistances penetration: +10% mind Infravision radius: +2 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shockviper the linen cloak (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 lightning Changes resistances penetration: +20% lightning Changes damage: +6% cold Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of the voidstalker (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% darkness / +11% temporal Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gleamspire' (Nightmares) (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.) Damage when hit (Melee): 2 mind Changes resistances: +6% light / +11% cold Changes damage: +6% light Reduces incoming crit damage: 5.00% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of the voidstalker (Misfortune) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +10% darkness / +15% temporal Mental save: +8 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isalaith the linen robe (Nightmares) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +2 Con Changes resistances: +10% mind / +7% all Changes damage: +10% mind Critical mult.: +5.00% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (Corpses) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +11% mind / +9% all Physical save: +12 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of power (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +11% all Changes damage: +7% all Mana each turn: +0.14 Psi each turn: +0.15 Spellpower: +13 (+10 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Obsidianwhisper' (Nightmares) (7 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 2 darkness Blindness immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Velabeth' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 4 arcane Changes resistances penetration: +10% blight Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
pair of rough leather boots of speed (Shrouds) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% Curse of Shrouds A pair of boots made of leather. |
Spellhunt Remnants (Nightmares) (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% Damage (Melee): +12 silence Can't be worn by those with arcane powers. Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
storm iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +2 Dex Changes resistances: +5% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Chelandur the Blackmistress (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +3 Str Changes resistances: +3% acid Life regen: +4.00 Curse of Nightmares A cap made of leather. |
Cloud Caller (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.69 to 107.07 lightning damage (71.38 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Neran the rough leather cap (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Mental save: +15 (+7 eff.) Maximum life: +20.00 Curse of Madness A cap made of leather. |
Salubrevena (Misfortune) (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% Critical mult.: +5.00% Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Mindpower: +25 (+8 eff.) Infravision radius: +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Zanykhad the Airqueen (Corpses) (5 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +2 Wil / +5 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Infravision radius: +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat of the Brotherhood (Nightmares) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Con Changes damage: +8% arcane Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Khelerath' (Madness) (25 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+12 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +6% temporal Disease immunity: +20% Stamina when hit: +1.00 Equilibrium when hit: +1.30 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather cap (Shrouds) (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Curse of Shrouds A cap made of leather. |
rough leather cap 'Blizzardqueen' (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +1% Changes stats: +6 Str Changes resistances: +3% cold Changes damage: +6% physical Only die when reaching: -60.00 life Infravision radius: +2 Curse of Madness A cap made of leather. |
stabilizing linen wizard hat of balance (Shrouds) (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Physical save: +6 (+3 eff.) Equilibrium when hit: +1.00 Psi when hit: +0.80 Hate when hit: +0.80 Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of clarity (Corpses) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +13 (+6 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour (Madness) (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +10% blight / +14% darkness Light radius: +1 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel plate armour of clarity (Shrouds) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +4 Wil Changes resistances: +7% mind Mental save: +27 (+13 eff.) Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.enlightening steel plate armour (Corpses) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +5 Cun / +3 Wil Mental save: +13 (+6 eff.) Curse of Corpses A suit of armour made of metal plates. |
shocking dwarven-steel shield (Nightmares) (0 def, 6 armour, 129% power, 83 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 130% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +83 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 16 lightning Damage when hit (Melee): 1 lightning Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
10 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. |
202 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 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. |
2 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. |
Flashbutcher the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +2 Str Changes resistances: +9% nature / +6% fire Changes resistances penetration: +15% fire / +5% cold Changes damage: +12% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 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 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. |
Urakan the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +5 (+2 eff.) Defense: +20 (+10 eff.) Changes stats: +4 Wil Changes resistances: +6% acid Changes damage: +5% 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
This item will automatically be transmogrified when you leave the level.innervating dwarven-steel torque of gale force [power 225] (12/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 256 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of clear mind [power 2] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 45. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Heroddastir' [power 27] (12/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +25 (+12 eff.) Changes stats: +2 Dex Critical mult.: +10.00% Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
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. |
4 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. |
3 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. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Zlash the Cornac Cursed level 10
75th Dusk 122nd year of Ascendancy at 00:35 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Zlash the Cornac Cursed level 10
75th Dusk 122nd year of Ascendancy at 16:18 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Zlash the Cornac Cursed level 5
42nd Dusk 122nd year of Ascendancy at 04:52 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Zlash the Cornac Cursed level 16
9th Haze 122nd year of Ascendancy at 21:04 see stats
Log
Zlash repels an attack from Aromiwyn the sandworm.
You are unable to move!
Zlash uses Reckless Charge.
Terror misses Layatha the red jelly.
Your summoned terror disappears.
Terror's morale has been lowered.
Terror hits Aromiwyn the sandworm for 10 physical damage.
Zlash seems more focused.
Talent Infusion: Regeneration is ready to use.
Your summoned terror disappears.
Zlash uses Infusion: Regeneration.
Zlash starts regenerating health quickly.
Terror's morale has been lowered.
Zlash is not dazed anymore.
Melee retaliation hits Aromiwyn the sandworm for 6 nature damage.
Aromiwyn the sandworm hits Zlash for 88 physical damage.
Zlash the level 19 cornac cursed was hacked apart to death by Aromiwyn the sandworm on level 4 of Sandworm lair.
Aromiwyn the sandworm is no longer being stalked by Zlash.
You have 1 life(s) left.
Terror has regained its confidence.
Terror has regained its confidence.
Terror has regained its confidence.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aromiwyn the sandworm killed Zlash!
Saving done.
Saving done.
Saving game...


















































































































