











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 | 27 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 10 on the 52nd Haze 122nd year of Ascendancy at 13:28 0 / 7Killed by war hound at level 18 on the 7th Regrowth 123rd year of Ascendancy at 05:39 Killed by Ximinn the cutpurse at level 23 on the 29th Regrowth 123rd year of Ascendancy at 15:10 Killed by Nerywe the minotaur at level 23 on the 29th Regrowth 123rd year of Ascendancy at 19:29 Killed by Velata the snow giant thunderer at level 27 on the 62nd Regrowth 123rd year of Ascendancy at 03:17 Killed by Gloruvena the faeros at level 27 on the 62nd Regrowth 123rd year of Ascendancy at 05:46 Killed by Eilinamibrekira the skeleton magus at level 27 on the 67th Regrowth 123rd year of Ascendancy at 03:10 |
Primary Stats
| Strength | 30 (base 28) |
| Dexterity | 10 (base 10) |
| Constitution | 68 (base 58) |
| Magic | 16 (base 10) |
| Willpower | 41 (base 30) |
| Cunning | 29 (base 17) |
Resources
| Life | -129/953 |
| Hate | 66/102 |
| Equilibrium | 18 |
| Healing Factor | 1.3373744629233 |
| Regeneration | 11.033339319117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 36 |
| Crit Chance | 15% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Light | +21% |
| Nature | +20% |
| Physical | +24% |
| Mind | +31% |
| All | +11% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 13 |
| Physical Save | 36 |
| Spell Save | 33 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 59%( 70%) |
| Cold | + 31%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 57%( 70%) |
| Mind | + 41%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Knockback Resistance | 35% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Stun Resistance | 35% |
| Poison Resistance | 34% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.33 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost defiler from death by Ivunne the rogue. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the worried loremaster from death by Aerotira the dire wolf. Escort: worried loremaster (level 2 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blindhunt (Nightmares) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 63% * 10% chance to reduce damage dealt by 28% Damage when hit (Melee): 10 acid Changes resistances: +6% nature / +3% blight Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(97 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Neran (Misfortune) (5 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +5% physical / +3% all Changes damage: +12% acid Critical mult.: +10.00% Physical save: +6 (+3 eff.) Curse of Misfortune A cap made of leather. |
| On hands | spellstreaming iron gauntlets of the juggernaut (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Con Physical save: +12 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +22% Mana each turn: +0.10 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 9.0 - 12.6 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: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 1). Damage (Melee): +5 arcane / +5 physical Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Camisavor [power 2] (9/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes damage: +3% mind Equilibrium when hit: +0.04 Maximum hate: +2.00 Mental crit. chance: +4% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. * Gain a 20% chance to evade weapon attacks for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold garnet ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Mag / +6 Wil Changes damage: +6% all Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Curse of Madness Rings make your fingers look great! |
| On fingers | gold garnet ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Con Changes damage: +6% all Spell save: +12 (+6 eff.) Life regen: +8.00 Maximum life: +55.00 Maximum stamina: +18.00 Spell crit. chance: +3% Mental crit. chance: +3% Healing mod.: +13% Curse of Shrouds Rings make your fingers look great! |
| Around neck | starlit copper amulet of mastery (0.13 Cursed / Cursed aura)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Talent mastery: +0.13 Cursed / Cursed aura Blindness immunity: +20% Amulets make your neck look great! |
| In main hand | creative thorny mindstar of disruption (Corpses) (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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 hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +19% Unnatural When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Corpses 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 of the vagrant (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +2 Con Damage against: +15% Summoned Reduced damage from: +17% Summoned Mental save: +5 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of physical resistance (+25%) (Shrouds) (0 def, 6 armour, 30-36 power, 89 block)Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +89 Damage (Melee): +13 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +25% physical Talent granted: +1 Block Slows Projectiles: +18% Bonus block near projectiles: +10 Curse of Shrouds Handheld deflection devices. |
| Cloak | linen cloak 'Icereaper' (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Cun / +2 Con Changes resistances: +12% acid / +3% cold Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +4.00 Mindpower: +20 (+5 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nuthad (Shrouds) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 2 acid Changes stats: +2 Con Changes resistances: +3% acid / +13% physical / +17% mind / +11% all Changes resistances penetration: +5% blight Changes damage: +3% acid / +13% physical / +9% nature / +17% mind Poison immunity: +34% Disease immunity: +26% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 144; 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 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 138; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 124; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 107; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 564%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 375; 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 375 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. |
regeneration infusion of the warrior (heal 298; 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 4; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 titan (res 28%; mental; dur 4; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 18%; magical; dur 4; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 of the titan (damage 281; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 281.43 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 Constitution 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. |
biting gale rune of the warrior (damage 107; dur 4; cd 19)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: 19 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 107.52 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 5; phase 16; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 49; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Cunning 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 293 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
copper amulet 'Lisywen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +2% physical Stamina each turn: +3.00 Mana when firing critical spell: +2.00 Maximum mana: +20.00 Spell crit. chance: +1% Amulets make your neck look great! |
copper amulet 'Samyradin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +2% physical Changes resistances penetration: +5% mind Mental save: +6 (+3 eff.) Maximum life: +20.00 Amulets make your neck look great! |
insulating copper amulet of mastery (0.10 Cursed / Slaughter)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +13% cold Talent mastery: +0.10 Cursed / Slaughter Amulets make your neck look great! |
Airraze (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +9 Con Changes resistances: +22% acid Changes damage: +11% acid / +15% lightning Psi when hit: +0.08 Curse of Corpses Rings make your fingers look great! |
Cracklebender the steel ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 6 acid Changes resistances: +18% acid / +9% fire / +12% mind / +6% lightning Changes resistances penetration: +10% acid Changes damage: +12% mind Curse of Corpses Rings make your fingers look great! |
Flashqueen (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Physical power: +25 (+8 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +1 Con Changes damage: +12% lightning Mental save: +8 (+4 eff.) Confusion immunity: +23% Curse of Corpses Rings make your fingers look great! |
Nightsong (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 Curse of Nightmares It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Torolarim the gold ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +32% acid / +12% blight Changes damage: +16% acid Critical mult.: +20.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 Curse of Corpses Rings make your fingers look great! |
copper ring 'Salagavea' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +21 (+10 eff.) Changes stats: +3 Cun Changes resistances: +3% acid / +2% physical / +3% light / +3% temporal Cut immunity: +20% Curse of Nightmares Rings make your fingers look great! |
copper ring 'Skyqueller' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +25% lightning Critical mult.: +5.00% Mental save: +6 (+3 eff.) Stamina each turn: +2.00 Curse of Misfortune Rings make your fingers look great! |
copper ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses 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! |
copper ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +47.00 Healing mod.: +11% Curse of Shrouds Rings make your fingers look great! |
gladiator's steel ring of luminosity (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Damage (Melee): 12 light Damage (Ranged): 19 light Changes stats: +5 Str / +2 Mag / +5 Con Changes damage: +12% light Curse of Misfortune Rings make your fingers look great! |
gold quartz ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 19 light Changes stats: +4 Mag Changes damage: +13% light Stun/Freeze immunity: +30% Curse of Shrouds Rings make your fingers look great! |
gold ring of luminosity (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 11 light Changes stats: +3 Mag Changes damage: +12% light Curse of Madness Rings make your fingers look great! |
gold ring of misery (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 35 Damage (Melee): 16 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 35 Damage (Ranged): 7 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Madness 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 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
mule's steel ring of the mountain (+11%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +11% physical Changes damage: +11% physical Maximum encumbrance: +22 Curse of Misfortune Rings make your fingers look great! |
sneakthief's gold ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +6 Cun / +6 Dex Curse of Corpses Rings make your fingers look great! |
solipsist's gold ring of aether (+12%) (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% arcane Changes damage: +12% arcane Mindpower: +7 (+2 eff.) Curse of Madness Rings make your fingers look great! |
steel ring 'Vorykira' (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Cun / +4 Dex Changes resistances: +24% acid / +22% cold / +6% mind Changes damage: +12% acid / +11% cold / +6% mind / +3% arcane Curse of Misfortune Rings make your fingers look great! |
warrior's copper ring of clarity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+3 eff.) Confusion immunity: +21% Curse of Nightmares Rings make your fingers look great! |
warrior's gold ring of fire (+24%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% fire Changes damage: +12% fire Curse of Shrouds Rings make your fingers look great! |
Shantiz the Stormblade (Shrouds) (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
voratun dagger 'Murkweeper' (Misfortune) (37-48 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +12 (+6 eff.) Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances: +3% fire Changes resistances penetration: +20% nature Changes damage: +14% physical Curse of Misfortune Sharp, short and deadly. |
Spellcrusher (Misfortune) (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+7 eff.) Curse of Misfortune This large steel greatmaul has thick vines wrapped around the handle. |
Sootoblivion the dwarven-steel longsword (Misfortune) (24-33 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 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: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +16 darkness When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Defense: +8 (+4 eff.) Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +5% darkness Changes damage: +3% cold Disarm immunity: +24% Curse of Misfortune Sharp, long, and deadly. |
Sleetmalice the dwarven-steel mace (Misfortune) (28-39 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +2 Mag / +12 Wil / +8 Con Changes resistances: +27% cold Changes resistances penetration: +10% lightning Maximum life: +27.00 Curse of Misfortune Blunt and deadly. |
Yvinne the steel mace (Madness) (11-16 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +16 Str / +2 Con Changes damage: +7% physical Light radius: +2 Infravision radius: +2 Curse of Madness Blunt and deadly. |
Fuladukhad the vined mindstar (Corpses) (5-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes resistances: +2% blight Changes resistances penetration: +7% mind / +7% darkness Changes damage: +10% mind / +5% darkness / +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +16% Vim when firing critical spell: +1.00 Maximum hate: +3.00 Spellpower: +20 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Curse of Corpses 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. |
creative vined mindstar of storms (Shrouds) (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 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% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +3 Cun / +1 Con Changes resistances: +7% lightning Changes resistances penetration: +5% lightning Changes damage: +5% lightning Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
protector's thorny mindstar (Corpses) (8-8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% all Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Corpses 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. |
wyrm's thorny mindstar of life (Corpses) (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 4 physical / 3 fire / 4 acid / 4 cold Changes resistances: +5% lightning / +4% physical / +5% cold / +4% fire / +5% acid Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +18.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Corpses 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. |
magewarrior's short yew starstaff of wizardry (Shrouds) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +2 Mag / +2 Wil Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +6% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Dagarodor' (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Changes stats: +1 Str / +6 Mag Changes resistances: +6% nature / +18% acid Physical save: +16 (+6 eff.) Spell save: +3 (+1 eff.) Only die when reaching: -40.00 life Curse of Misfortune A belt that goes around your waist. |
cashmere cloak 'Dayzephyr' (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 8 fire / 8 mind / 8 light Changes damage: +9% light Maximum life: +51.00 Maximum stamina: +17.00 Light radius: +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintquarry the silk robe (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +11 Mag / +6 Wil Changes resistances: +22% lightning / +6% light / +13% all Changes resistances penetration: +11% temporal / +10% light / +7% physical Changes damage: +15% lightning / +10% temporal / +9% arcane / +17% physical Mana each turn: +0.18 Psi each turn: +0.19 Light radius: +1 Reduces paradox anomalies(equivalent to willpower): +11 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of alchemy (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +11% physical / +11% darkness / +12% cold / +10% fire / +12% mind / +9% all Changes damage: +8% acid / +7% physical / +9% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +20 (+9 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. |
woollen robe 'Polyvea' (Madness) (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% physical / +16% light / +9% all Changes damage: +11% light / +13% physical Critical mult.: +14.00% Stamina each turn: +3.00 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum vim: +20.00 Spellpower: +25 (+4 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Festerminister (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Con / +3 Wil Changes resistances: +9% cold Changes resistances penetration: +6% physical Changes damage: +27% nature Mindpower: +4 (+1 eff.) 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 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmerwill the pair of rough leather boots (Madness) (0 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +9 Changes stats: +3 Dex / +3 Mag / +3 Wil Changes damage: +3% lightning Critical mult.: +10.00% Physical save: +3 (+1 eff.) Curse of Madness It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (Madness) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +25% Confusion immunity: +26% Stun/Freeze immunity: +28% Stamina each turn: +0.50 Maximum stamina: +18.00 Curse of Madness A pair of boots made of leather. |
Hedolin the Tidesweeper (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +4 Str / +3 Dex Changes resistances: +3% physical Changes resistances penetration: +5% cold Changes damage: +6% cold When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Str, 40% Cun, 40% Dex 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. |
Rainfoe (Shrouds) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 darkness Changes stats: +4 Mag Changes resistances: +6% darkness / +9% nature Changes damage: +4% darkness / +9% nature Reduces incoming crit damage: 5.00% When used to modify unarmed attacks: Base power: 7.0 - 7.7 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% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 28% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Corpses These gloves are coated with a thick, green liquid. |
naturalist's iron gauntlets of dexterity (+2) (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's rough leather gloves of magic (+2) (Shrouds) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +4% arcane / +3% mind When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Cun, 40% Dex, 40% Str 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 (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane / +5 mind Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (Corpses) (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: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+3) (Nightmares) (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +9 Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +6% physical When used to modify unarmed attacks: Base power: 22.0 - 24.2 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: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethathra the linen wizard hat (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Changes resistances: +3% mind Changes damage: +3% arcane / +3% mind Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +6 Activating this item is instant. Curse of Shrouds It can be used to activate talent Circle of Warding, 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 Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 18% and attempts to push all creatures other than yourself out of its radius, inflicting 4.62 light damage and 4.24 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hellsnigh (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances: +3% fire / +11% physical Changes resistances penetration: +15% fire Changes damage: +6% lightning / +11% physical Critical mult.: +10.00% Psi when hit: +0.04 Curse of Misfortune A pointy cloth hat, very wizardly... |
Kukaltholach the rough leather cap (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Mag Changes resistances: +6% lightning / +6% temporal Changes damage: +12% arcane / +6% blight Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Misfortune A cap made of leather. |
Tidejeer (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 cold Changes resistances: +3% temporal / +6% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +10% Maximum life: +20.00 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. |
Tuludan (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +3% nature / +6% light Mental save: +3 (+2 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvagalaith (Nightmares) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+0 eff.) Changes damage: +6% physical Stamina each turn: +1.00 Psi each turn: +0.10 Mindpower: +22 (+6 eff.) Mental crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of knowledge (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Cun / +3 Wil Mental save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
rough leather cap 'Toregrim' (Misfortune) (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes resistances: +9% lightning / +10% light / +6% fire / +5% arcane / +11% darkness Reduces incoming crit damage: 10.00% Maximum life: +60.00 Curse of Misfortune A cap made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
275 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blizzardmarrow (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +6 Str / +5 Mag Changes resistances: +7% darkness / +8% fire Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Heatraider the ash totem of stinging [power 194] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Str Changes resistances: +6% fire Changes resistances penetration: +20% fire Changes damage: +12% physical It can be used to sting an enemy dealing 234 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 36% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Betynor' [power 182] (9/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +9% mind Critical mult.: +5.00% Mental crit. chance: +3% It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 54. * Gain a 12% chance to evade weapon attacks 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. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Calgan the Cornac Cursed level 22
25th Regrowth 123rd year of Ascendancy at 23:20 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Calgan the Cornac Cursed level 10
52nd Haze 122nd year of Ascendancy at 11:35 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Calgan the Cornac Cursed level 20
8th Regrowth 123rd year of Ascendancy at 12:16 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Calgan the Cornac Cursed level 25
49th Regrowth 123rd year of Ascendancy at 02:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Calgan the Cornac Cursed level 10
71st Haze 122nd year of Ascendancy at 12:36 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Calgan the Cornac Cursed level 5
21st Haze 122nd year of Ascendancy at 04:13 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Calgan the Cornac Cursed level 26
58th Regrowth 123rd year of Ascendancy at 21:51 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Calgan the Cornac Cursed level 17
6th Decay 122nd year of Ascendancy at 08:07 see stats
Log
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan receives 62 healing from Calgan's purging blight area effect.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Medic turret for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Calgan's purging blight area effect hits Terror for 23 blight damage.
Armoured skeleton warrior receives 49 healing from Calgan's purging blight area effect.
Xanydanor the bone giant receives 81 healing from Calgan's purging blight area effect.
Calgan's nightmare area effect hits Eilinamibrekira the skeleton magus for 62 mind damage.
Calgan's nightmare area effect hits Medic turret for 59 mind damage.
Fumble from Eilinamibrekira the skeleton magus hits Calgan for 123 physical damage.
Eilinamibrekira the skeleton magus's Kneecapper performs a ranged critical strike against Calgan!
Calgan harrows Velunor the skeleton magus!
Calgan is pinned to the ground.
Calgan redirects the effect 'Bleeding'!
Velunor the skeleton magus shrugs off Eilinamibrekira the skeleton magus's 'Bleeding'!
Curse of Nightmares hits Velunor the skeleton magus for 34 mind, 30 darkness (66 total damage).
Eilinamibrekira the skeleton magus's Kneecapper hits Calgan for 334 physical damage.
Calgan the level 27 cornac cursed was struck to death by Eilinamibrekira the skeleton magus on level 2 of Ruined halfling complex.
Xanydanor the bone giant is no longer being stalked by Calgan.
You carry too much--you are encumbered!
Drop some of your items.


















































































































