













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 | 22 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 6 on the 9th Flare 122nd year of Ascendancy at 20:58 0 / 6Killed by Polinn the green worm mass at level 14 on the 57th Dusk 122nd year of Ascendancy at 01:54 Killed by Richard Hammerstone at level 17 on the 70th Dusk 122nd year of Ascendancy at 22:40 Killed by Aeralrath the sandworm at level 18 on the 71st Dusk 122nd year of Ascendancy at 17:41 Killed by shadow at level 21 on the 9th Haze 122nd year of Ascendancy at 09:47 Killed by Isliyawe the honey tree at level 22 on the 11st Haze 122nd year of Ascendancy at 12:53 |
Primary Stats
| Strength | 44 (base 27) |
| Dexterity | 23 (base 12) |
| Constitution | 63 (base 51) |
| Magic | 10 (base 10) |
| Willpower | 42 (base 28) |
| Cunning | 30 (base 10) |
Resources
| Life | -240/775 |
| Mana | 115/386 |
| Equilibrium | 25 |
| Hate | 104/106 |
| Healing Factor | 1.6141306907317 |
| Regeneration | 0.40353267268295 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 8 |
| Stealth | 19 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 36 |
| Crit Chance | 13% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 36 |
| Crit Chance | 13% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +22% |
| Lightning | +21% |
| Physical | +15% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Mind | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 6 |
| Physical Save | 37 |
| Spell Save | 22 |
| Mental Save | 35 |
Defense: Resistances
| Physical | + 46%( 70%) |
| Cold | + 40%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 45%( 78%) |
| Light | + 52%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 41%( 70%) |
| Lightning | + 41%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the repented thief from death by Richard Hammerstone. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 | Fogripper the pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 cold Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +20% darkness / +5% temporal Movement speed: +25% 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. |
| Quiver | 212 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. |
| 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.(99 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 'Gloridatira' (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +3 Wil Changes resistances: +6% lightning / +7% physical Changes damage: +6% acid Reduces incoming crit damage: 10.00% Physical save: +8 (+4 eff.) Mental save: +18 (+8 eff.) Only die when reaching: -80.00 life Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | psychic's rough leather gloves (Nightmares) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +5% mind Changes damage: +4% mind When used to modify unarmed attacks: Power: 89% 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: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bethetta the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +8 Changes stats: +3 Str Changes resistances: +3% cold Changes resistances penetration: +5% mind Changes damage: +6% mind Mental save: +3 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel aquamarine ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): 13 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 24 Damage (Ranged): 7 physical Changes stats: +3 Cun Changes resistances: +2% all Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | gold emerald ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Changes stats: +6 Str / +7 Con Changes resistances: +3% all Curse of Corpses Rings make your fingers look great! |
| Around neck | Ivawyn the NimbusumbraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Dex / +2 Cun Changes resistances: +9% lightning / +14% fire / +10% cold Changes damage: +21% lightning Amulets make your neck look great! |
| In main hand | thorny mindstar 'Biduvon' (Misfortune) (97% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Power: 97% 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: +7.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 50% * 7% chance to reduce armor by 10% When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Dex Talent granted: +1 Attune Mindstar Physical save: +5 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +1.00 Maximum stamina: +20.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +16 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. |
| Around waist | noble's rough leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +17% Summoned Reduced damage from: +16% Summoned Curse of Madness A belt that goes around your waist. |
| In off hand | thorny mindstar 'Biduvon' (Misfortune) (97% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar would symbiotize with another like it. The set is complete. Power: 97% 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: +7.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 50% * 7% chance to reduce armor by 10% When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Dex Talent granted: +1 Attune Mindstar Physical save: +5 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +1.00 Maximum stamina: +20.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +16 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. |
| Cloak | Prismhunger (Corpses) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 20 arcane resource burn Damage when hit (Melee): 4 light Changes stats: +4 Cun / +4 Wil Changes resistances: +9% mind Changes damage: +12% light Mental crit. chance: +6% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | slimy cashmere robe of the mountain (+15%) (Misfortune) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 50% * 5 arcane resource burn Changes resistances: +11% all / +15% physical Changes damage: +15% physical Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the titan (heal 184; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the psychic (heal 388; 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; mental, magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 (damage 77; dur 4; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 77.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune of the psychic (damage 122; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 122.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 207; dur 5; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 5 turns. 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. |
BelarinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +3 Mag Changes resistances penetration: +5% arcane Changes damage: +9% mind Mana each turn: +0.12 Spell crit. chance: +1% Damage Shield penetration: +10% Amulets make your neck look great! |
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 (+3 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... |
copper amulet 'Lightningrigor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% acid / +12% fire / +9% lightning / +10% cold Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
steel amulet 'Blazeire'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Con Changes resistances: +14% light / +13% darkness Changes damage: +15% blight / +3% fire Physical save: +7 (+3 eff.) Blindness immunity: +23% Life regen: +3.00 Maximum life: +41.00 Amulets make your neck look great! |
Halyleyon the copper ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +4 Dex Changes resistances: +5% arcane / +3% lightning Mental save: +6 (+3 eff.) Confusion immunity: +20% See invisible: +3 Curse of Nightmares Rings make your fingers look great! |
Ivarin the steel ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +30 (+15 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): 10 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 24 Damage (Ranged): 13 physical Changes stats: +5 Cun / +2 Con Changes damage: +9% blight Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Curse of Madness It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Urisus the copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 (+3 eff.) Maximum hate: +4.00 Curse of Madness Rings make your fingers look great! |
copper ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Misfortune Rings make your fingers look great! |
marksman's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Curse of Nightmares Rings make your fingers look great! |
mule's copper ring of fire (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +21 Curse of Shrouds Rings make your fingers look great! |
pixie's copper ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
psionicist's steel ring of tenacity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Curse of Shrouds Rings make your fingers look great! |
savior's steel ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
steel ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Madness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel ring (Madness) 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Madness Rings make your fingers look great! |
steel ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Madness Rings make your fingers look great! |
steel ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Shrouds Rings make your fingers look great! |
steel ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of power (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +7 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
titan's steel ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
warrior's copper ring of frost (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% cold Changes damage: +10% cold Curse of Nightmares Rings make your fingers look great! |
wizard's copper ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Aeryriatta the Winternail (Corpses) (124% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 cold Damage against: +13% Unnatural When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce damage dealt by 20% Changes stats: +5 Wil Changes resistances: +21% cold Changes resistances penetration: +5% darkness Changes damage: +12% cold Curse of Corpses Massive two-handed battleaxes. |
Poralaith the Sunransom (Misfortune) (181% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 1) on hit: +14 fire When wielded/worn: Changes stats: +3 Wil / +2 Mag Changes resistances: +3% light Changes resistances penetration: +5% blight / +5% light Spell save: +15 (+8 eff.) Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Thunderblur (Corpses) (103% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% 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% When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +1 Mag / +3 Con Changes resistances: +9% lightning / +6% temporal / +3% darkness Changes resistances penetration: +7% physical Changes damage: +9% lightning Disarm immunity: +14% Curse of Corpses Sharp, short and deadly. |
Siloreldawen the steel longsword (Nightmares) (121% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). Damage (Melee): +6 light Damage against: +12% Undead When wielded/worn: Changes stats: +1 Str / +4 Con Reduces incoming crit damage: 15.00% Curse of Nightmares Sharp, long, and deadly. |
dwarven-steel longsword 'Tempestrune' (Madness) (129% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) Damage (Melee): +8 lightning / +12 fire Damage (radius 2) on crit: +8 lightning When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +6 Dex / +6 Mag / +3 Wil / +5 Cun / +10 Con Changes resistances penetration: +13% fire / +7% physical Changes damage: +22% fire Disarm immunity: +12% Curse of Madness Sharp, long, and deadly. |
steel longsword 'Gunurekhad' (Misfortune) (114% power, 14 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +11% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 6 blight Changes resistances penetration: +10% temporal Disease immunity: +10% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Curse of Misfortune Sharp, long, and deadly. |
inquisitor's thorny mindstar (Shrouds) (98% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% 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% On weapon crit: * Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Curse of Shrouds 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.earthen yew vilestaff of power (Misfortune) (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% 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: Armour: +4 Armour Hardiness: +5% Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +15 (+6 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen yew vilestaff of protection (Nightmares) (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% 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: Armour: +6 Armour Hardiness: +4% Changes resistances: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm magestaff 'Obsidianburst' (Misfortune) (100% power, 2 apr, cold element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +10% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+2 eff.) Spell crit. chance: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of warding (Corpses) (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 blight Changes damage: +15% blight Talents granted: +1 Ward +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Glarewisp the rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% acid / +3% darkness / +9% blight Changes damage: +3% light Stealth bonus: +6 Light radius: +2 Curse of Corpses A belt that goes around your waist. |
Heatwire the hardened leather belt (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +10 (+5 eff.) Changes stats: +5 Str Changes resistances: +8% lightning / +10% temporal / +24% fire Physical save: +3 (+2 eff.) Curse of Madness A belt that goes around your waist. |
Malydedor the rough leather belt (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +6% temporal / +6% acid Mental save: +12 (+6 eff.) Life regen: +2.00 Healing mod.: +20% Curse of Shrouds A belt that goes around your waist. |
Rimenail the rough leather belt (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +15% arcane / +5% cold Changes damage: +12% mind Mana each turn: +0.12 Maximum mana: +21.00 Spell crit. chance: +1% Curse of Misfortune A belt that goes around your waist. |
Urthychak the Morningwill (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 10% Changes resistances penetration: +5% light Reduces incoming crit damage: 15.00% Stealth bonus: +6 Maximum life: +20.00 Curse of Corpses A belt that goes around your waist. |
Emelugathra the Heatwalker (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Cun Changes resistances: +9% lightning Changes damage: +6% fire Physical save: +6 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life 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. |
Getukalthohell the Torchwoe (Misfortune) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Physical power: +5 (+2 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Dex / +1 Cun Changes damage: +9% fire Physical save: +3 (+2 eff.) Stamina each turn: +1.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Xebrenor' (Misfortune) (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Wil Changes resistances: +14% light / +15% fire Changes resistances penetration: +15% acid Changes damage: +9% mind Stealth bonus: +8 Light radius: +2 Infravision radius: +3 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. |
enveloping linen cloak of protection (Nightmares) (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +5 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) 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. |
linen cloak 'Glittersever' (Corpses) (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): 4 light Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +5% darkness Changes damage: +3% light / +6% darkness Light radius: +2 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neruribeth the Dourshine (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 8 darkness Changes resistances: +18% light / +7% all Changes damage: +3% darkness / +18% mind / +12% light Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% all Changes resistances penetration: +6% temporal / +7% physical Changes damage: +14% temporal / +11% physical Reduces paradox anomalies(equivalent to willpower): +10 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of life (Misfortune) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +7% blight / +9% all Life regen: +1.60 Mana each turn: +0.10 Psi each turn: +0.10 Maximum life: +40.00 Healing mod.: +12% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of nature (+19%) (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +19% nature / +11% all Changes damage: +13% nature Spell save: +20 (+10 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branadin the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes resistances: +3% mind Changes damage: +12% mind Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Spellpower: +5 (+2 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Isorenn the pair of hardened leather boots (Shrouds) (7 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 4 acid / 4 temporal Changes stats: +1 Dex Changes resistances: +6% temporal Changes damage: +3% acid Maximum encumbrance: +36 Physical save: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
insulating pair of rough leather boots of speed (Corpses) (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +5% cold Movement speed: +25% Curse of Corpses A pair of boots made of leather. |
pair of hardened leather boots 'Isubeth' (Madness) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con / +8 Wil Changes resistances: +9% blight / +5% arcane / +3% darkness Changes resistances penetration: +7% physical Reduces incoming crit damage: 10.00% Mindpower: +6 (+3 eff.) See invisible: +9 Curse of Madness It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 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 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
radiant hardened leather gloves of magic (+2) (Corpses) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 light Changes stats: +2 Mag Changes resistances: +9% light Changes damage: +5% arcane / +5% light When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +6 arcane Damage (radius 2) on crit: +7 arcane Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightfist the iron helm (Misfortune) (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% Damage when hit (Melee): 8 light Changes stats: +6 Str / +6 Dex Changes resistances: +6% light / +15% fire Changes resistances penetration: +5% acid / +5% light Curse of Misfortune 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 185.4 Physical damage. If the attack hits, the target is confused (32% 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. |
Buromas the Freezeriver (Madness) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Dex Changes resistances: +11% mind Changes damage: +11% mind / +12% cold Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+6 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
Heatwoe the rough leather cap (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 blight Changes stats: +4 Con Changes resistances: +12% fire Maximum mana: +20.00 Spellpower: +25 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A cap made of leather. |
Olyfast (Corpses) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +3 Mag / +3 Wil / +6 Cun Equilibrium when hit: +0.04 Mindpower: +9 (+4 eff.) Light radius: +1 Curse of Corpses A cap made of leather. |
Toraharachak the Wildguile (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +4 Wil Changes resistances: +5% blight / +15% mind Changes resistances penetration: +5% mind Changes damage: +24% mind Mental save: +7 (+4 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubogath the dwarven-steel helm (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Wil Changes resistances: +8% physical Changes resistances penetration: +5% physical Changes damage: +3% mind Critical mult.: +20.00% Physical save: +8 (+4 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Hailmight' (Shrouds) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 physical Changes stats: +5 Con Changes resistances: +10% darkness / +9% physical Changes resistances penetration: +15% cold Changes damage: +11% darkness / +14% physical Critical mult.: +15.00% Maximum hate: +9.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... |
rough leather cap 'Todur' (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 Cun / +3 Mag Changes resistances: +6% fire / +6% cold Reduces incoming crit damage: 10.00% See invisible: +3 Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.iron mail armour 'Mayalaith' (Misfortune) (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +2 Mag / +4 Cun Changes resistances: +6% acid / +6% cold Changes damage: +3% acid Allows you to breathe in: water Reduces incoming crit damage: 15.00% See invisible: +3 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of fire resistance (Corpses) (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +15% fire Life regen: +2.50 Stamina each turn: +0.70 Curse of Corpses A suit of armour made of leather. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
88 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. |
8 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Str / +1 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Singeburst'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Damage when hit (Melee): 2 acid / 2 fire Changes stats: +2 Mag / +4 Wil Changes resistances: +9% acid Changes resistances penetration: +5% acid Changes damage: +6% mind Reduces incoming crit damage: 15.00% 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. |
This item will automatically be transmogrified when you leave the level.ethereal brass lantern Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +7 (+4 eff.) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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% When used as an alchemist bomb: Life regen 5% of max life 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. |
pouch of voratun shots of accuracy (18/18, 165% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
yew totem of healing 'Murkborn' [power 272] (23/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +2 Mag / +3 Wil / +5 Con Changes damage: +12% nature Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 33% 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Richard Hammerstone the Cornac Cursed level 22
11st Haze 122nd year of Ascendancy at 07:03 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Richard Hammerstone the Cornac Cursed level 10
4th Dusk 122nd year of Ascendancy at 21:01 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Richard Hammerstone the Cornac Cursed level 20
73rd Dusk 122nd year of Ascendancy at 05:51 see stats
Look at me, I'm playing a roguelike! (Madness (Adventure) difficulty)
Linked yourself in the in-game chat.By Richard Hammerstone the Cornac Cursed level 10
37th Dusk 122nd year of Ascendancy at 12:17 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Richard Hammerstone the Cornac Cursed level 10
8th Dusk 122nd year of Ascendancy at 00:37 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Richard Hammerstone the Cornac Cursed level 10
6th Dusk 122nd year of Ascendancy at 20:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Richard Hammerstone the Cornac Cursed level 20
73rd Dusk 122nd year of Ascendancy at 17:37 see stats
Log
Talent Slash is ready to use.
Richard Hammerstone receives 11 healing from Unnatural Body.
Isliyawe the honey tree is no longer harassed.
Isliyawe the honey tree converts some damage to Psi!
Isliyawe the honey tree receives 5 healing (10 psi heal).
Thorn Grab from Richard Hammerstone hits Isliyawe the honey tree for 6 to psi, 5 nature (10 total damage).
Isliyawe the honey tree converts some damage to Psi!
Richard Hammerstone's nightmare area effect hits Isliyawe the honey tree for 26 to psi, 22 mind (48 total damage).
Richard Hammerstone uses Infusion: Wild.
Richard Hammerstone lessens the pain.
Richard Hammerstone uses Slash.
Isliyawe the honey tree notices you at the last moment!
Isliyawe the honey tree converts some damage to Psi!
Richard Hammerstone hits Isliyawe the honey tree for 60 to psi, 51 mind, 0 arcane, 8 to psi, 7 light, 1 to psi, 1 mind, 7 to psi, 6 physical, 36 to psi, 30 mind, 0 arcane, 8 to psi, 7 light, 3 to psi, 3 mind, 7 to psi, 6 physical (239 total damage).
Your summoned terror disappears.
Isliyawe the honey tree converts some damage to Psi!
Richard Hammerstone hits Isliyawe the honey tree for 4 to psi, 3 darkness, 4 to psi, 3 mind (14 total damage).
Shadow hits Terror for 72 physical damage.
Isliyawe the honey tree speeds up.
Isliyawe the honey tree converts some damage to Psi!
Isliyawe the honey tree receives 5 healing (10 psi heal).
Thorn Grab from Richard Hammerstone hits Isliyawe the honey tree for 5 to psi, 5 nature (10 total damage).
Isliyawe the honey tree uses Dream Smith's Hammer.
Isliyawe the honey tree performs a melee critical strike against Richard Hammerstone!
Isliyawe the honey tree converts some damage to Psi!
Isliyawe the honey tree hits Richard Hammerstone for 254 physical damage.
Melee retaliation hits Isliyawe the honey tree for 2 to psi, 2 physical, 2 to psi, 2 light, 0 arcane, 2 to psi, 1 cold (11 total damage).
Richard Hammerstone the level 22 cornac cursed was ground to death by Isliyawe the honey tree on level 4 of Old Forest.
Isliyawe the honey tree is no longer being stalked by Richard Hammerstone.











































































































