











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 | 21 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Velimira the large brown snake at level 17 on the 21st Haze 122nd year of Ascendancy at 19:52 2 / 3Killed by Jim's Inner Demon at level 21 on the 50th Haze 122nd year of Ascendancy at 17:46 Killed by Jim's Inner Demon at level 21 on the 50th Haze 122nd year of Ascendancy at 18:38 |
Primary Stats
| Strength | 30 (base 30) |
| Dexterity | 32 (base 20) |
| Constitution | 48 (base 48) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 14) |
| Cunning | 15 (base 10) |
Resources
| Life | 645/645 |
| Hate | 100/100 |
| Psi | 123/123 |
| Healing Factor | 1.3678383355187 |
| Regeneration | 0.34195958387967 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Stealth | 17 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 36 |
| Crit Chance | 36% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 36 |
| Crit Chance | 31% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Light | +20% |
| Lightning | +5% |
| Darkness | +2% |
| Physical | +10% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +10% |
| Fire | +20% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 1 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 33%( 70%) |
| All | + 29%( 70%) |
| Physical | + 36%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 67%( 70%) |
| Temporal | + 53%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
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 260 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: 15 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 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.32 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| 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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 Possessed. | 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 |
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 |
Equipment
| On feet | pair of hardened leather boots 'Belirain' (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 48% Changes stats: +10 Lck / +10 Dex Changes resistances: +5% arcane / +3% light Stealth bonus: +8 Curse of Corpses A pair of boots made of leather. |
| 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.(73 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Searfear' (Misfortune) (6 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 48% * 10 arcane resource burn Changes resistances: +12% temporal / +6% cold / +4% all Changes resistances penetration: +20% fire Changes damage: +9% fire Physical save: +7 (+3 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Squalortooth (Corpses) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes resistances: +3% blight / +9% temporal / +3% nature / +6% light Critical mult.: +6.00% Spell save: +6 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 19.5 - 21.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield [power 49] (16/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper zircon ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 11 light Damage (Ranged): 13 light Changes stats: +2 Mag Changes resistances: +1% all Changes damage: +11% light Curse of Corpses Rings make your fingers look great! |
| On fingers | marksman's copper ring of the mountain (+11%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +11% physical Changes damage: +11% physical Curse of Corpses Rings make your fingers look great! |
| Around neck | VorydheweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Wil Changes resistances: +10% lightning / +14% temporal / +3% light / +9% fire Talent mastery: +0.12 Cursed / Cursed aura Pinning immunity: +28% Stun/Freeze immunity: +31% Knockback immunity: +27% Amulets make your neck look great! |
| In main hand | Acera (Shrouds) (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% Curse of Shrouds It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 16 acid damage in a 4 radius ball. This damage will increase by 9% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
| Around waist | Blastmaim (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind / 8 lightning Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% lightning / +20% mind Changes damage: +6% lightning / +3% darkness Damage against: +24% Summoned Reduced damage from: +23% Summoned Curse of Madness A belt that goes around your waist. |
| In off hand | Yvyrath the Kindleworm (Nightmares) (12-15 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 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: * 10 arcane resource burn Damage (Melee): +11 darkness / +8 light Damage (radius 2) on crit: +4 light Damage against: +9% Living When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +6% acid / +12% light Curse of Nightmares Sharp, short and deadly. |
| Cloak | Layetha (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: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% acid Maximum psi: +10.00 Mindpower: +15 (+7 eff.) 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. |
| Main armor | dreamer's woollen robe (Shrouds) (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: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 573%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 232; 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. 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. |
regeneration infusion of the titan (heal 223; 13 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Constitution 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 psychic (damage 136; dur 4; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 136.32 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 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. |
copper amulet 'Hazepride'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% cold / +3% nature / +5% arcane Amulets make your neck look great! |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
restful steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 18% * 6% chance to blind Changes damage: +5% light / +5% darkness Life regen: +1.00 Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
copper ametrine ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Cun / +3 Mag Changes damage: +2% all Spellpower: +6 (+6 eff.) Spell crit. chance: +1% Mental crit. chance: +1% Curse of Shrouds Rings make your fingers look great! |
copper citrine ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +12% Light radius: +4 Infravision radius: +4 Curse of Corpses Rings make your fingers look great! |
copper citrine ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -5% Changes resistances: +6% blight / +37% nature / +6% lightning Changes damage: +11% nature Maximum encumbrance: +21 Poison immunity: +11% Disease immunity: +10% Light radius: +4 Infravision radius: +4 Curse of Nightmares Rings make your fingers look great! |
copper citrine ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Light radius: +4 Infravision radius: +4 Movement speed: +12% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
copper zircon ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Mag Changes resistances: +1% all Spellpower: +6 (+6 eff.) Curse of Corpses Rings make your fingers look great! |
copper zircon ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 11% chance to reduce all saves and defense by 22 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 22 Damage (Ranged): 9 physical Changes stats: +2 Cun Changes resistances: +1% all Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
copper zircon ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes resistances: +1% all Changes damage: +5% all Spellpower: +7 (+7 eff.) Mindpower: +6 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
mule's steel ring of clarity (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +6 (+3 eff.) Confusion immunity: +20% Curse of Corpses Rings make your fingers look great! |
steel ring 'Duatheltooth' (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +5 Dex / +2 Con Changes resistances: +10% arcane Changes damage: +10% arcane Spell save: +13 (+6 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +23% Maximum stamina: +12.00 See invisible: +3 Curse of Madness Rings make your fingers look great! |
steel ring of darkness (+20%) (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Misfortune Rings make your fingers look great! |
Anubers the Ichorblow (Nightmares) (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 acid / 4 light Changes resistances penetration: +20% light Changes damage: +6% nature Curse of Nightmares Sharp, short and deadly. |
arcing steel dagger of erosion (Nightmares) (12-15 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +6 nature Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of paradox (Nightmares) (20-26 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 temporal When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+4 eff.) Changes resistances: +6% temporal Disarm immunity: +25% Curse of Nightmares Sharp, short and deadly. |
blazebringer's dwarven-steel dagger (Corpses) (19-24 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +29 fire When wielded/worn: Changes resistances penetration: +5% fire Global speed: +3% Curse of Corpses Sharp, short and deadly. |
dwarven-steel dagger 'Ulfizilafast' (Madness) (26-34 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 1) on hit: +19 fire When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Curse of Madness Sharp, short and deadly. |
iron dagger 'Galoldir' (Misfortune) (9-11 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +4 acid / +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +1 Mag Changes resistances penetration: +8% acid Changes damage: +6% acid Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Sharp, short and deadly. |
iron dagger (Madness) (11-14 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
Duvyramnir the vined mindstar (Misfortune) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature 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 (Melee): +8 physical When wielded/worn: Physical power: +10 (+3 eff.) Damage (Melee): 5 mind / 5 darkness Changes stats: +3 Cun / +3 Str Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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.Eclipse (Shrouds) (18-21 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+10 eff.) Spell crit. chance: +8% Curse of Shrouds This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
dragonbone magestaff 'Iviba' (Corpses) (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +4 Wil / +5 Cun Changes resistances: +5% arcane / +10% blight Changes damage: +30% cold Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +185.00 Spellpower: +28 (+18 eff.) Spell crit. chance: +5% Infravision radius: +1 See invisible: +6 Curse of Corpses It can be used to conjure elemental energy in a radius 10 cone, dealing 20.72 to 24.87 cold damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
This item will automatically be transmogrified when you leave the level.Flashsmasher the steel waraxe (Shrouds) (21-29 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +9% temporal Physical save: +6 (+3 eff.) Light radius: +2 Curse of Shrouds One-handed war axes. |
Splendourhack the iron waraxe (Madness) (10-14 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +20 light When wielded/worn: Changes resistances: +3% temporal Curse of Madness One-handed war axes. |
Xiba the rough leather belt (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +6% acid / +3% temporal / +9% fire / +6% cold / +6% lightning Changes resistances penetration: +10% physical Curse of Corpses A belt that goes around your waist. |
noble's rough leather belt of life (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +17% Summoned Life regen: +0.90 Healing mod.: +11% Curse of Madness A belt that goes around your waist. |
Dimpall (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +15% darkness Physical save: +8 (+4 eff.) Confusion immunity: +20% Pinning immunity: +20% Life regen: +2.00 Maximum life: +56.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (Misfortune) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Angolwen (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +15% all Silence immunity: +21% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +7 (+7 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aduda (Corpses) (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% Changes resistances: +6% lightning / +6% temporal Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+5 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazelace (Corpses) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +3 Wil / +2 Con Changes resistances: +3% acid / +9% light / +5% arcane Changes resistances penetration: +6% physical Changes damage: +3% light Mindpower: +4 (+2 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 175% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gorehir the pair of rough leather boots (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +4 Mag Infravision radius: +1 See invisible: +6 Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots (Corpses) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Curse of Corpses A pair of boots made of leather. |
Arywe the rough leather gloves (Corpses) (5 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+5 eff.) Physical power: +15 (+5 eff.) Armour: +1 Defense: +5 (+2 eff.) Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% physical When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dimgash (Corpses) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Damage when hit (Melee): 4 acid Changes stats: +3 Cun Changes resistances: +6% mind / +6% darkness Changes damage: +3% mind Hate when firing a critical mind attack: +1.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 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: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +5 mind Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder rough leather gloves (Nightmares) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +4% fire When used to modify unarmed attacks: Base power: 8.5 - 9.4 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: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's iron gauntlets of strength (+2) (Shrouds) (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: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +5 nature Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Eilinitira' (Shrouds) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +1 Wil / +1 Cun Changes resistances: +6% temporal Mental save: +12 (+6 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (Madness) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.2 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% Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of dexterity (+2) (Corpses) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+5 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 5 physical Changes stats: +2 Dex Changes damage: +6% physical When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +8 physical Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Aerywyn the Splendourswift (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Dex / +5 Cun Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% light Changes damage: +6% light See invisible: +6 Curse of Misfortune A cap made of leather. |
Chumadragen the iron helm (Corpses) (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 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +2% physical / +9% nature / +5% arcane Maximum life: +60.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (Madness) (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 Madness 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 32.69 to 98.06 lightning damage (65.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cuthadir the iron helm (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +1 Cun Changes resistances: +7% cold Allows you to breathe in: water Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glenor the Unlightguile (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 48% * 10 arcane resource burn Changes stats: +3 Str Changes resistances: +3% light / +3% temporal Changes damage: +12% darkness Curse of Shrouds A cap made of leather. |
Huriderath the dwarven-steel helm (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +9 Str / +6 Dex / +3 Wil Changes resistances penetration: +20% mind Equilibrium when hit: +0.12 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 108.2 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustreroar the iron helm (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% mind Changes damage: +24% light Maximum hate: +4.00 Mindpower: +9 (+4 eff.) Light radius: +2 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tirath the cashmere wizard hat (Madness) (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Changes stats: +6 Cun Changes resistances: +6% acid / +7% fire / +8% cold Changes resistances penetration: +25% mind Mental crit. chance: +3% Curse of Madness A pointy cloth hat, very wizardly... |
Tyragorab the Chargebutcher (Shrouds) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes stats: +3 Cun / +7 Wil Maximum psi: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds A cap made of leather. |
cashmere wizard hat 'Duskwind' (Shrouds) (2 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +17% darkness / +10% physical Changes damage: +8% darkness / +11% physical Physical save: +12 (+6 eff.) Maximum hate: +8.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing iron helm of constitution (+3) (Nightmares) (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% nature / +6% blight Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat of nature (+5%) (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% fire / +15% nature / +5% cold Changes damage: +10% nature Curse of Nightmares A pointy cloth hat, very wizardly... |
insulating linen wizard hat of the mind (+6%) (Corpses) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +11% mind / +5% fire Changes damage: +11% mind Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.miner's hardened leather cap of dexterity (+4) (Corpses) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +4 Dex Infravision radius: +2 Curse of Corpses A cap made of leather. |
Black Mesh (Shrouds) (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Shrouds Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
windwalling steel shield of physical resistance (+22%) (Madness) (0 def, 4 armour, 13-15 power, 39 block)Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 Damage (Melee): +10 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +22% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +31 Curse of Madness Handheld deflection devices. |
3 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. |
47 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. |
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. |
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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
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. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
EmelynnPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Cun Changes resistances: +6% fire Changes damage: +6% acid Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Maximum psi: +10.00 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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.Shimmerrune (16/16, 22-26 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 20% chance to reduce armor by 16% Damage (Ranged): +8 light Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +20 lightning / +8 acid Shots are used with slings to pummel your foes to death. |
Earthdredge the ash totem of healing [power 200] (16/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 nature Changes stats: +4 Cun Changes resistances penetration: +5% mind Hate when firing a critical mind attack: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. 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. |
2 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 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. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Jim the Cornac Cursed level 10
65th Dusk 122nd year of Ascendancy at 03:46 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Jim the Cornac Cursed level 20
45th Haze 122nd year of Ascendancy at 13:16 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Jim the Cornac Cursed level 11
10th Haze 122nd year of Ascendancy at 06:05 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Jim the Cornac Cursed level 10
5th Haze 122nd year of Ascendancy at 19:22 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Jim the Cornac Cursed level 10
67th Dusk 122nd year of Ascendancy at 09:00 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Jim the Cornac Cursed level 18
23rd Haze 122nd year of Ascendancy at 08:44 see stats
Log
Mindrot hits Terror for 4 mind, 0 darkness (4 total damage).
Mindrot hits Terror for 4 mind, 0 darkness (4 total damage).
Mindrot hits Terror for 4 mind, 0 darkness (4 total damage).
Mindrot hits Terror for 3 mind, 0 darkness (4 total damage).
Mindrot hits Terror for 4 mind, 0 darkness (4 total damage).
Mindrot hits Yvemiwen the poison ivy for 1 to psi, 1 mind, 1 to psi, 1 darkness (5 total damage).
Terror is stunned with fear!
Jim slows down.
Something performs a melee critical strike against Jim!
Jim is no longer being stalked by Jim's Inner Demon.
Mindrot killed Terror!
Jim's Inner Demon receives 12 healing from Unnatural Body.
Melee retaliation hits Jim's Inner Demon for 5 lightning, 9 mind, 5 lightning, 9 mind (30 total damage).
Something hits Jim for 34 acid, 0 arcane, 4 light, 3 light, 14 physical, 0 arcane, 2 light, 3 darkness, 0 arcane, 4 light, 3 light, 1 light (71 total damage).
Something hits Terror for 7 light damage.
Mindrot hits Terror for 1 mind, 0 darkness (2 total damage).
Mindrot hits Jim for 0 mind, 0 darkness (1 total damage).
Jim's Inner Demon hits Jim for 48 acid, 0 arcane, 3 light, 2 light, 9 physical (64 total damage).
Mindrot hits Terror for 4 mind, 0 darkness (4 total damage).
Mindrot hits Jim for 2 mind, 1 darkness (4 total damage).
Jim the level 21 cornac cursed was maimed to death by a Jim's Inner Demon on level 1 of Old Forest.
Jim uses Infusion: Healing.
You have 2 life(s) left.
Terror overcomes the gloom
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mindrot killed Jim!
Jim receives 225 healing from Infusion: Healing.
Saving game...
Saving done.





































































































