











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 | 50 / 260% |
| Size | medium |
| Lifes / Deaths | Killed by Isinor the orc soldier at level 12 on the 46th Dusk 122nd year of Ascendancy at 08:49 0 / 9Killed by Xalle the gigantic sandworm tunneler at level 19 on the 66th Dusk 122nd year of Ascendancy at 00:48 Killed by Eiliniressra the giant fire ant at level 23 on the 73rd Dusk 122nd year of Ascendancy at 22:19 Killed by Steiagu the Bringer of Doom at level 23 on the 74th Dusk 122nd year of Ascendancy at 17:41 Killed by Adylle the corrupted protoplasmic controller at level 34 on the 36th Pyre 123rd year of Ascendancy at 00:33 Killed by Poleta the corrupted dendritic hemospinner at level 34 on the 36th Pyre 123rd year of Ascendancy at 03:15 Killed by Xanimith the skeleton warrior at level 36 on the 40th Pyre 123rd year of Ascendancy at 03:15 Killed by Emudalaith the ghoulking at level 39 on the 46th Pyre 123rd year of Ascendancy at 01:11 Killed by Xaneganor the runed bone giant's Fugue Clone at level 50 on the 66th Haze 123rd year of Ascendancy at 13:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 48.817091048378 (base 38) |
| Dexterity | 88.634182096757 (base 61) |
| Constitution | 72 (base 62) |
| Magic | 19.817091048378 (base 15) |
| Willpower | 97.634182096757 (base 61) |
| Cunning | 26 (base 11) |
Resources
| Life | -940/1757 |
| Hate | 99/107 |
| Stamina | 440/466 |
| Equilibrium | 69 |
| Healing Factor | 1.6457591972759 |
| Regeneration | 27.072738795188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | -1.7763568394003E-15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 77 |
| Crit Chance | 17% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 77 |
| Crit Chance | 16% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +44% |
| Fire | +15% |
| Blight | +36% |
| Physical | +20% |
| Mind | +82% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Fire | +50% |
| Darkness | +31% |
| Physical | +37% |
| Mind | +47% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 56 (100%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 56%( 70%) |
| Physical | + 67%( 75%) |
| Cold | + 44%( 70%) |
| All | + 43%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 43%( 70%) |
| Lightning | + 46%( 70%) |
| Mind | + 56%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 29% |
| Fear Resistance | 32% |
| Knockback Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 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 742 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 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 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Fears | 1.39 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.59 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.8)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 68% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 107 mind and 85 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 164 Mind damage, and deal 130 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by rattlesnake. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Isokira the orc warrior. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Emaldaba the ghoul. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Elagata the skeleton magus. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1254. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox 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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Gukira' (Madness) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +1 Defense: +2 (+1 eff.) Changes stats: +7 Dex Changes resistances penetration: +10% physical Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness A pair of boots made of leather. |
| Quiver | 404 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 | Silivea the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +6 Changes stats: +8 Dex / +6 Wil / +2 Con Changes resistances: +4% physical Changes damage: +11% mind / +9% physical Mental save: +15 (+5 eff.) Equilibrium when hit: +0.12 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cyregavena (Nightmares) (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): 4 blight Changes stats: +2 Wil Changes resistances penetration: +15% mind Changes damage: +24% blight Physical save: +12 (+4 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +30% Curse of Nightmares A cap made of leather. |
| On hands | Zubylle the drakeskin leather gloves (Corpses) (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +5 Cun Changes damage: +33% mind Reduces incoming crit damage: 18.61% Physical save: +21 (+7 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Equilibrium when hit: +0.16 Only die when reaching: -99.28 life Mindpower: +20 (+4 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bythad the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +15% blight Reduces incoming crit damage: 10.00% Blindness immunity: +10% Maximum life: +100.00 Maximum psi: +20.00 Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite pearl ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +9.00 Maximum life: +72.00 Healing mod.: +16% Curse of Madness Rings make your fingers look great! |
| On fingers | Bloodcaller (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 9108.11 Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
| Around neck | Darkfurnace the voratun amulet (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 34% Changes stats: +14 Lck Changes resistances: +9% blight / +13% physical / +3% darkness Changes damage: +12% blight Talent masteries: +0.39 Wild-gift / Mindstar mastery +0.39 Cursed / Fears Stamina each turn: +1.20 Reduce all damage from unseen attackers: 20% Curse of Nightmares Amulets make your neck look great! |
| In main hand | hateful living mindstar of flames (Corpses) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes resistances: +15% fire Changes resistances penetration: +20% fire / +12% mind / +11% darkness Changes damage: +15% fire / +14% mind / +17% darkness Talent granted: +1 Attune Mindstar Maximum hate: +7.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% 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 | Duathelripper (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 34% Damage when hit (Melee): 4 darkness Changes resistances: +3% mind / +3% cold Changes damage: +24% mind Life regen: +1.20 Healing mod.: +13% Curse of Madness A belt that goes around your waist. |
| In off hand | thorny mindstar 'Phoenixviper' (Misfortune) (97% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 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: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Damage (Melee): 12 physical Changes stats: +2 Con Changes resistances: +10% physical Changes resistances penetration: +20% acid / +7% physical Changes damage: +11% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Infravision radius: +1 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 | Shadowcutter (Corpses) (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 22% chance to reduce damage dealt by 34% Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +12% nature Changes resistances penetration: +10% fire Changes damage: +27% darkness Talent mastery: +0.40 Technique / Combat training Spell save: +24 (+8 eff.) Stamina each turn: +4.54 Maximum life: +107.98 Healing mod.: +15% 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 | Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 193; 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 193 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. |
movement infusion of the titan (speed 781%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 781% 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 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 titan (heal 473; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 473 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. |
wild infusion of the duelist (res 37%; 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 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; mental; dur 3; 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 29% for 3 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 24%; magical, physical; dur 2; 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 magical and physical effect and reduce all damage taken by 24% for 2 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Brenalin (Shrouds)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Changes stats: +7 Str / +5 Con Changes resistances: +6% acid / +6% fire Physical save: +19 (+7 eff.) Cut immunity: +50% Disarm immunity: +20% Life regen: +8.00 Maximum life: +69.00 Healing mod.: +29% Curse of Shrouds It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 556 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Ce'Nobremira (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Con Changes resistances: +20% nature / +6% darkness Mental save: +18 (+6 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Amulets make your neck look great! |
Daneth's Neckguard (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Misfortune A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads (Madness)Infused 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 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Madness It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 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 470 (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. |
Fanged Collar (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... Curse of Nightmares This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Noonpierce the steel amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 10 mind Changes resistances: +6% mind Changes resistances penetration: +5% mind / +20% arcane Changes damage: +3% arcane / +9% light / +3% mind Life regen: +3.00 Curse of Misfortune Amulets make your neck look great! |
Shard of Insanity (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Nightmares A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand (Corpses)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Corpses It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (119). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Aduyarema'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +5 Cun / +2 Wil Changes resistances: +11% mind Confusion immunity: +24% Only die when reaching: -60.00 life Maximum hate: +8.00 Maximum psi: +50.00 Amulets make your neck look great! |
savior's copper amulet of perfection (0.16 Cursed / Gloom,0.16 Cursed / Cursed form) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.16 Cursed / Gloom +0.16 Cursed / Cursed form Physical save: +13 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Corpses Amulets make your neck look great! |
serendipitous stralite amulet of strength (+13) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +16 (+4 eff.) Changes stats: +13 Lck / +3 Str Reduce all damage from unseen attackers: 18% Curse of Corpses Amulets make your neck look great! |
warrior's copper amulet of vision (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Blindness immunity: +11% Stamina each turn: +0.20 Infravision radius: +3 Sight radius: +2 See invisible: +6 Curse of Madness Amulets make your neck look great! |
Chayasus the stralite ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +18% light / +6% mind Poison immunity: +23% Silence immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +44% Teleport immunity: +23% Life regen: +8.00 Psi when hit: +0.40 Maximum life: +100.00 Mindpower: +15 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
Hufast (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Mag Changes resistances: +21% lightning / +25% darkness / +21% acid Physical save: +23 (+8 eff.) Disarm immunity: +25% Spellpower: +13 (+7 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds Rings make your fingers look great! |
Inertial Twine (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Nightmares This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.78 cold and 23.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter (Shrouds)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Shrouds A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold Windborne Azurite ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Dex / +8 Cun / +3 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spell save: +14 (+5 eff.) Maximum stamina: +21.00 Movement speed: +15% Chance to avoid any damage: +8% Curse of Nightmares Rings make your fingers look great! |
solipsist's stralite ring of misery (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 43 Damage (Melee): 20 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 43 Damage (Ranged): 25 physical Changes stats: +11 Cun / +6 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +9 (+2 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
stralite Telos's Staff Crystal ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Life regen: +14.00 Maximum life: +60.00 Light radius: +2 Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! |
stralite jade ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Effects on melee hit: * 14% chance to reduce all saves and defense by 43 Damage (Melee): 17 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 43 Damage (Ranged): 21 physical Changes stats: +9 Cun Changes resistances: +4% all Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
voratun pearl ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Damage (Melee): 23 light Damage (Ranged): 25 light Changes stats: +10 Mag Changes resistances: +5% all Changes damage: +20% light Rings make your fingers look great! |
voratun ring 'Blastsquall' (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +14 (+4 eff.) Changes stats: +4 Wil Changes resistances: +15% blight / +15% nature / +9% lightning Changes damage: +9% lightning / +6% arcane Mental save: +14 (+5 eff.) Poison immunity: +24% Disease immunity: +29% Confusion immunity: +44% Mana each turn: +0.04 Movement speed: +24% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger (Shrouds) (132% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Curse of Shrouds Sharp, short and deadly. |
Beluta (Misfortune) (131% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +19 lightning / +23 cold When wielded/worn: Armour penetration: +8 Physical crit. chance: +18.0% Physical power: +11 (+3 eff.) Changes resistances: +3% blight Changes resistances penetration: +11% lightning / +13% cold Critical mult.: +18.00% Disease immunity: +10% Silence immunity: +20% Maximum life: +60.00 Movement speed: +31% Curse of Misfortune Blunt and deadly. |
Eye of Winter (Corpses) (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
living mindstar 'Samydir' (Nightmares) (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% 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: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 22% chance to reduce strength, dexterity, and constitution by 11 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +6 Changes stats: +6 Str Talent granted: +1 Attune Mindstar Stamina each turn: +3.24 Maximum stamina: +32.39 Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
noble's hardened leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +26% Summoned Reduced damage from: +23% Summoned Curse of Madness A belt that goes around your waist. |
Blindkarma of the Blightspawn (Corpses) (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects when hit in melee: * 24% chance to reduce strength, dexterity, and constitution by 11 * 26% chance to reduce damage dealt by 34% Changes stats: +3 Str / +2 Mag / +1 Wil / +3 Con Changes resistances: +9% blight / +10% fire / +19% light Changes damage: +9% blight Reduces incoming crit damage: 15.00% Stealth bonus: +10 Physical save: +10 (+4 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life See invisible: +3 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. |
Cloth of Dreams (Nightmares) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 93 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Turiderach (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +15 Str / +2 Dex / +3 Mag / +4 Con Physical save: +8 (+3 eff.) Maximum life: +48.00 See invisible: +6 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. |
Gikira the Blizzardtide (Corpses) (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 cold Changes resistances: +9% all Changes resistances penetration: +10% arcane Physical save: +20 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Spell crit. chance: +4% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of the mountain (+13%) (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% darkness / +16% physical / +13% mind / +11% all Changes damage: +16% physical Physical save: +13 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deliharahek (Madness) (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 2 arcane Changes resistances: +15% lightning / +14% temporal / +6% nature / +9% cold Reduces incoming crit damage: 15.00% Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +60.00 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.5 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 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sewerdredge the pair of dwarven-steel boots (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Damage when hit (Melee): 10 nature Changes resistances: +8% fire / +7% cold Changes resistances penetration: +10% mind Changes damage: +27% mind 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. |
Wanderer's Rest (Corpses) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Corpses It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Noonparry (Corpses) (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 43 Damage (Melee): 8 physical Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +20% light / +10% mind Changes damage: +6% physical When used to modify unarmed attacks: Power: 111% 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: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +10 physical Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadowquill of the Blightspawn (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +3 Fatigue: +5% Damage (Melee): 10 mind Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 11 * 36% chance to reduce damage dealt by 34% Changes stats: +8 Cun / +7 Dex Changes resistances: +16% darkness / +20% blight / +6% light / +23% arcane / +9% mind Changes damage: +10% mind Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +19 (+6 eff.) Poison immunity: +10% Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +15 mind Curse of Nightmares It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Shivergrind the hardened leather gloves (Misfortune) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 4 blight Changes stats: +4 Str Changes resistances penetration: +15% cold Changes damage: +24% arcane Spellpower: +15 (+8 eff.) Spell crit. chance: +3% Damage Shield penetration: +20% When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (Corpses) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Corpses It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 180.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
drakeskin leather gloves 'Adylralaith' (Corpses) (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Damage (Melee): 12 nature Changes stats: +6 Str / +3 Dex Changes resistances: +20% darkness / +20% blight / +6% mind / +19% arcane / +10% nature Changes damage: +6% nature Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +21 (+7 eff.) Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.24 Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Venomous Breath (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +12 nature Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glintgore (Shrouds) (15 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +2 Con Changes resistances: +9% blight / +10% cold Changes resistances penetration: +5% physical Allows you to breathe in: water Teleport immunity: +10% Light radius: +2 Curse of Shrouds A cap made of leather. |
Hathudesus (Corpses) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 6 blight Changes stats: +5 Str / +6 Dex / +2 Mag Changes resistances: +16% mind Changes damage: +16% mind Mana each turn: +0.20 Spellpower: +10 (+5 eff.) Damage Shield penetration: +30% Curse of Corpses A pointy cloth hat, very wizardly... |
Infused Cerebrum (Shrouds) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+6 eff.) Mindpower: +12 (+2 eff.) Curse of Shrouds It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Polina (Nightmares) (37 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +37 (+10 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Con Changes resistances: +9% lightning / +4% physical / +4% all Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) See invisible: +15 Healing mod.: +15% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smearfear (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 nature Changes stats: +3 Con Changes resistances: +3% temporal / +5% arcane / +6% light Spell save: +3 (+1 eff.) Curse of Misfortune A cap made of leather. |
The Face of Fear (Nightmares) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Nightmares It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 4.9 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 64.61 mind and 51.12 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 38% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 38. Terrified: Deals 15.47 mind and 12.24 darkness damage per turn and increases cooldowns by 58%. Haunted: Causes the target to suffer 25.06 mind and 19.83 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Yaldan Baoth (Shrouds) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Summertide (Shrouds) (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 48.97 to 61.21 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
357 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. |
6 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. |
6 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Korelagrim the Morningspitter (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 physical / 10 light / 10 temporal Changes stats: +6 Str Changes resistances: +6% light / +3% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 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: 5.5 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 +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Woeripper' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+7 eff.) Fatigue: -8% Damage when hit (Melee): 10 darkness Changes stats: +6 Str / +8 Con Changes resistances: +5% arcane Only die when reaching: -83.14 life Maximum life: +60.00 Healing mod.: +10% 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 Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of Reknor (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% darkness / +8% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Harolar the CracklemaliceInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 43 Changes resistances: +21% lightning / +9% cold / +3% all Changes damage: +9% cold Spell save: +11 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(148 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
iron torque of psionic shield 'Wintersweep' [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes damage: +12% blight / +3% cold It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 34. Torques are made by powerful psionics to store psionic powers. |
Daylash the elven-wood totem of stinging [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to reduce armor by 21% Changes resistances: +12% light Changes resistances penetration: +25% blight / +25% light / +25% acid Changes damage: +12% acid It can be used to sting an enemy dealing 434 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 49% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Turugorn the yew totem of thorny skin [power 50] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +6% light Changes damage: +6% mind Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +6% It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Floenigh' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% arcane / +18% cold Changes resistances penetration: +15% cold Changes damage: +18% mind Psi when hit: +0.24 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 31% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Skog the Cornac Cursed level 40
48th Pyre 123rd year of Ascendancy at 21:04 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Skog the Cornac Cursed level 40
47th Pyre 123rd year of Ascendancy at 04:19 see stats
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Skog the Cornac Cursed level 33
1st Time of Balance 123rd year of Ascendancy at 00:22 see stats
Are you out of your mind?! (Madness (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skog the Cornac Cursed level 48
63rd Dusk 123rd year of Ascendancy at 08:18 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Skog the Cornac Cursed level 47
54th Dusk 123rd year of Ascendancy at 13:02 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Skog the Cornac Cursed level 23
74th Dusk 122nd year of Ascendancy at 19:10 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skog the Cornac Cursed level 50
62nd Haze 123rd year of Ascendancy at 03:24 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Skog the Cornac Cursed level 45
30th Dusk 123rd year of Ascendancy at 01:36 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Skog the Cornac Cursed level 43
9th Mirth 123rd year of Ascendancy at 17:18 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Skog the Cornac Cursed level 25
7th Haze 122nd year of Ascendancy at 03:08 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skog the Cornac Cursed level 33
8th Pyre 123rd year of Ascendancy at 13:06 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skog the Cornac Cursed level 34
14th Pyre 123rd year of Ascendancy at 14:42 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skog the Cornac Cursed level 49
63rd Dusk 123rd year of Ascendancy at 10:38 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Skog the Cornac Cursed level 10
38th Dusk 122nd year of Ascendancy at 20:05 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Skog the Cornac Cursed level 20
66th Dusk 122nd year of Ascendancy at 01:58 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Skog the Cornac Cursed level 30
27th Haze 122nd year of Ascendancy at 04:38 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Skog the Cornac Cursed level 40
46th Pyre 123rd year of Ascendancy at 10:32 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Skog the Cornac Cursed level 50
63rd Dusk 123rd year of Ascendancy at 10:38 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Skog the Cornac Cursed level 32
35th Regrowth 123rd year of Ascendancy at 01:28 see stats
Shasshhiy'Kaish (Madness (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Skog the Cornac Cursed level 40
77th Pyre 123rd year of Ascendancy at 14:30 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Skog the Cornac Cursed level 36
40th Pyre 123rd year of Ascendancy at 15:10 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Skog the Cornac Cursed level 30
37th Haze 122nd year of Ascendancy at 13:57 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Skog the Cornac Cursed level 46
51st Dusk 123rd year of Ascendancy at 05:54 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Skog the Cornac Cursed level 34
36th Pyre 123rd year of Ascendancy at 00:33 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Skog the Cornac Cursed level 10
39th Dusk 122nd year of Ascendancy at 18:12 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Skog the Cornac Cursed level 8
37th Dusk 122nd year of Ascendancy at 00:33 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Skog the Cornac Cursed level 40
72nd Pyre 123rd year of Ascendancy at 16:56 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skog the Cornac Cursed level 50
6th Haze 123rd year of Ascendancy at 21:58 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Skog the Cornac Cursed level 31
44th Haze 122nd year of Ascendancy at 08:46 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Skog the Cornac Cursed level 36
40th Pyre 123rd year of Ascendancy at 01:57 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Skog the Cornac Cursed level 21
66th Dusk 122nd year of Ascendancy at 21:31 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Skog the Cornac Cursed level 39
46th Pyre 123rd year of Ascendancy at 01:11 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skog the Cornac Cursed level 39
46th Pyre 123rd year of Ascendancy at 10:32 see stats
Log
Terror is grappled!
Xaneganor the runed bone giant's Fugue Clone is engaged in a grapple!
Xaneganor the runed bone giant's Fugue Clone hits Terror for 57 physical, 10 blight (67 total damage).
Xaneganor the runed bone giant retunes the fabric of spacetime.
Xaneganor the runed bone giant's Fugue Clone's Earthen Missiles hits Skog for 24 physical, 4 physical (28 total damage).
Xaneganor the runed bone giant's Fugue Clone's Earthen Missiles hits Skog for 24 physical, 4 physical (28 total damage).
Xaneganor the runed bone giant's Fugue Clone's Earthen Missiles hits Skog for 16 physical, 3 physical (19 total damage).
Xaneganor the runed bone giant's Fugue Clone throws two quick punches.
Xaneganor the runed bone giant's Fugue Clone uses Take Down.
Terror is free from the grapple.
Xaneganor the runed bone giant's Fugue Clone has released the hold.
Xaneganor the runed bone giant's Fugue Clone damages Terror through the Braid!
Xaneganor the runed bone giant's Fugue Clone hits Terror for 919 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 919 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 488 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 18 braided , 3 braided , 26 braided , 4 braided , 26 braided , 4 braided (82 total damage).
Xaneganor the runed bone giant's Fugue Clone hits Terror for 919 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 179 physical, 12 blight, 539 physical (730 total damage).
Xaneganor the runed bone giant's Fugue Clone hits Terror for 919 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 919 physical damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 18 braided , 3 braided , 26 braided , 4 braided , 26 braided , 4 braided , 919 physical (1001 total damage).
Xaneganor the runed bone giant's Fugue Clone hits Terror for 280 physical, 12 blight, 281 physical, 12 blight (585 total damage).
Xaneganor the runed bone giant's Fugue Clone damages Terror through the Braid!
Xaneganor the runed bone giant damages Terror through the Braid!
Xaneganor the runed bone giant's Fugue Clone hits Skog for 1015 braided damage.
Xaneganor the runed bone giant's Fugue Clone hits Terror for 1015 braided damage.
Xaneganor the runed bone giant hits Skog for 200 braided , 9 braided , 201 braided , 9 braided (418 total damage).
Xaneganor the runed bone giant hits Terror for 200 braided , 9 braided , 201 braided , 9 braided (418 total damage).
Skog the level 50 cornac cursed was battered to death by Xaneganor the runed bone giant's Fugue Clone on level 4 of Ruins of Telmur.
Xaneganor the runed bone giant is no longer being stalked by Skog.























































































































































