Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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! 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:
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 | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 29 / 56% |
Size | big |
Lifes / Deaths | Killed by Cyrotira the mean looking elven guard at level 29 on the 26th Haze 122nd year of Ascendancy at 16:52 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 13 (base 10) |
Constitution | 26 (base 10) |
Magic | 11 (base 10) |
Willpower | 94 (base 59) |
Cunning | 21 (base 10) |
Resources
Life | -122/928 |
Hate | 56/109 |
Equilibrium | 33 |
Healing Factor | 0.78005998159003 |
Regeneration | 0.19501499539751 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 15 |
Stealth | 24 |
Offense: Mainhand
Damage | 100 |
Accuracy | 30 |
Crit Chance | 31% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 30 |
Crit Chance | 29% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +3% |
Temporal | +6% |
Nature | +20% |
Fire | +28% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Light | +5% |
Physical | +7% |
All | 0% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 25 |
Physical Save | 37 |
Spell Save | 28 |
Mental Save | 50 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 17%( 70%) |
All | + 10%( 70%) |
Physical | + 33%( 70%) |
Lightning | + 24%( 70%) |
Light | + 18%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 68%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 64% |
Knockback Resistance | 96% |
Confusion Resistance | 97% |
Fear Resistance | 41% |
Stun Resistance | 100% |
Poison Resistance | 12% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. * You've found the needed sandworm tooth. | 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 within4 lumberjacks have died. | 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 | Crackleburst the pair of dwarven-steel boots (Corpses) (0 def, 4 armour) Crackleburst the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +5% lightning / +7% physical Changes damage: +18% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Ebonysmasher' alchemist's lamp 'Ebonysmasher'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% Changes stats: +3 Mag / +4 Con Changes damage: +3% darkness Maximum life: +55.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eye of the Forest (Shrouds) (8 def, 0 armour) Eye of the Forest (Shrouds) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Shrouds It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | Gloves of the Firm Hand (Corpses) (0 def, 8 armour) Gloves of the Firm Hand (Corpses) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | stralite ring 'Galogar' stralite ring 'Galogar'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +9% lightning / +3% temporal / +28% fire / +9% mind / +5% arcane Changes damage: +14% fire Mental save: +10 (+3 eff.) Confusion immunity: +36% Rings make your fingers look great! |
On fingers | Delyfang the Flashveil Delyfang the FlashveilInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 32 Damage (Melee): 16 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 23 physical Damage when hit (Melee): 4 mind Changes stats: +5 Cun Changes resistances: +3% light / +9% blight / +28% fire / +9% nature / +6% mind Changes resistances penetration: +5% light Changes damage: +3% light / +14% fire Poison immunity: +12% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | clarifying steel amulet of strength (+4) clarifying steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
In main hand | stralite waraxe of evisceration (Shrouds) (34-48 power, 5 apr) stralite waraxe of evisceration (Shrouds) (34-48 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Curse of Shrouds One-handed war axes. |
Around waist | hardened leather belt 'Silovena' (Misfortune) hardened leather belt 'Silovena' (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +11 Defense: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +6% light Physical save: +13 (+5 eff.) Disease immunity: +10% Maximum life: +40.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | Aerotha (Shrouds) (20-28 power, 4 apr) Aerotha (Shrouds) (20-28 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% temporal Changes damage: +6% temporal Mental save: +18 (+6 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Curse of Shrouds One-handed war axes. |
Cloak | Belahor the linen cloak (Misfortune) (1 def, 0 armour) Belahor the linen cloak (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+1 eff.) Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +34.00 Maximum stamina: +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant stralite plate armour of the dragon (Corpses) (0 def, 13 armour) radiant stralite plate armour of the dragon (Corpses) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +8% acid / +6% physical / +18% darkness / +20% blight / +8% fire / +6% lightning / +8% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +23% Knockback immunity: +25% Light radius: +2 Curse of Corpses A suit of armour made of metal plates. |
Inventory
heroism infusion of the titan (die at -392; dur 7; cd 27) heroism infusion of the titan (die at -392; dur 7; cd 27)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -392 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 784 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (die at -563; dur 7; cd 31) heroism infusion of the warrior (die at -563; dur 7; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -563 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1126 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 539%; cd 9) movement infusion of the sneak (speed 539%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 37%; mental; dur 3; cd 16) wild infusion of the psychic (res 37%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; magical; dur 2; cd 10) wild infusion of the titan (res 22%; magical; dur 2; 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 magical effect and reduce all damage taken by 22% for 2 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 warrior (res 31%; mental; dur 3; cd 11) wild infusion of the warrior (res 31%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Glykira the stralite amulet Glykira the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances: +9% physical / +17% cold / +14% fire Talent mastery: +0.34 Cursed / Slaughter Stamina each turn: +0.70 Psi when hit: +0.16 Infravision radius: +3 Amulets make your neck look great! |
Umbraroar =dex= Umbraroar =dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +6 Str / +9 Dex / +4 Wil Changes resistances: +6% darkness Physical save: +3 (+1 eff.) Amulets make your neck look great! |
grounding gold amulet of strength (+6) grounding gold amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+4) stabilizing steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +12% darkness Blindness immunity: +20% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Beligamira BeligamiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +30 (+13 eff.) Physical crit. chance: +1.0% Defense: +5 (+3 eff.) Fatigue: -5% Changes damage: +3% physical Critical mult.: +5.00% Maximum encumbrance: +22 Rings make your fingers look great! |
Emelubreba EmelubrebaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes damage: +6% temporal Physical save: +4 (+2 eff.) Rings make your fingers look great! |
Unlightfoe UnlightfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes resistances penetration: +20% physical Changes damage: +15% darkness Critical mult.: +5.00% Maximum encumbrance: +22 Only die when reaching: -20.00 life Rings make your fingers look great! |
copper ring 'Salawe' copper ring 'Salawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Physical save: +15 (+6 eff.) Pinning immunity: +10% Stun/Freeze immunity: +22% Life regen: +6.00 Healing mod.: +5% Rings make your fingers look great! |
mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
psionicist's steel ring of clarity psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +13 (+4 eff.) Confusion immunity: +30% Rings make your fingers look great! |
savage's gold ring of tenacity savage's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +11 (+5 eff.) Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +28% Maximum life: +25.00 Maximum stamina: +15.00 Rings make your fingers look great! |
savior's steel ring of perseverance savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
sneakthief's gold ring of corrosion (+24%) sneakthief's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
Ebonystriker the dwarven-steel battleaxe (Misfortune) (30-45 power, 2 apr) Ebonystriker the dwarven-steel battleaxe (Misfortune) (30-45 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +7.0% Changes stats: +5 Str Changes resistances: +9% acid Changes resistances penetration: +25% darkness Changes damage: +3% darkness / +12% physical Curse of Misfortune Massive two-handed battleaxes. |
Genocide (Nightmares) (42-67 power, 4 apr) Genocide (Nightmares) (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Nightmares Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Heatpower (Misfortune) (28-38 power, 4 apr) Heatpower (Misfortune) (28-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +10 Armour: +12 Defense: +15 (+8 eff.) Changes resistances: +12% lightning / +6% fire Changes resistances penetration: +8% physical Reduces incoming crit damage: 10.00% Curse of Misfortune Blunt and deadly. |
Gilasadurach (Misfortune) (18-20 power, 40 apr, mind damage) Gilasadurach (Misfortune) (18-20 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Damage (Melee): 6 lightning / 20 physical / 6 fire / 8 acid / 6 cold Changes resistances: +8% lightning / +20% physical / +6% light / +9% blight / +7% fire / +16% cold / +8% acid Changes resistances penetration: +8% physical Changes damage: +11% physical / +5% nature / +6% mind Talent granted: +1 Attune Mindstar Disease immunity: +19% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+10 eff.) Spellpower: +20 (+14 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Blood-Letter (Shrouds) (33-46 power, 4.5 apr) Blood-Letter (Shrouds) (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Shrouds A hand axe carved out of the most frozen parts of the northern wasteland. |
Forestwinter the steel waraxe (Shrouds) (12-16 power, 3 apr) =dex= Forestwinter the steel waraxe (Shrouds) (12-16 power, 3 apr) =dex=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +7 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +9% arcane / +15% blight Critical mult.: +10.00% Vim when firing critical spell: +2.00 Curse of Shrouds One-handed war axes. |
Olihor (Corpses) (16-22 power, 8 apr) Olihor (Corpses) (16-22 power, 8 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Armour penetration: +2 Changes resistances: +6% darkness Changes resistances penetration: +20% physical Changes damage: +3% mind Silence immunity: +20% Curse of Corpses One-handed war axes. |
Xerann (Madness) (14-19 power, 3 apr) Xerann (Madness) (14-19 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Changes stats: +13 Con / +13 Wil Changes resistances: +6% lightning / +3% acid Changes resistances penetration: +6% all Maximum life: +55.00 Curse of Madness One-handed war axes. |
iron waraxe 'Elenekan' (Corpses) (14-19 power, 3 apr) =dex= iron waraxe 'Elenekan' (Corpses) (14-19 power, 3 apr) =dex=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 physical Damage (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +6.0% Changes stats: +9 Dex Curse of Corpses One-handed war axes. |
Galyyon (Corpses) Galyyon (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes damage: +3% blight Physical save: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Spell crit. chance: +3% Mindpower: +3 (+1 eff.) Damage Shield penetration: +20% Curse of Corpses A belt that goes around your waist. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sparkwake (Misfortune) =dex= Sparkwake (Misfortune) =dex=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Changes stats: +6 Dex Changes damage: +9% lightning / +9% fire Stealth bonus: +9 Infravision radius: +3 Curse of Misfortune A belt that goes around your waist. |
Xaneriabrenne the rough leather belt (Nightmares) Xaneriabrenne the rough leather belt (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +9% lightning / +6% light / +6% nature Physical save: +7 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Maximum psi: +40.00 Mindpower: +4 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
linen cloak 'Cyrylerin' (Misfortune) (8 def, 2 armour) linen cloak 'Cyrylerin' (Misfortune) (8 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Changes resistances: +2% physical Changes damage: +6% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vipergasher the silk robe (Corpses) (6 def, 5 armour) Vipergasher the silk robe (Corpses) (6 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +5 Mag Changes resistances: +9% light / +9% mind / +8% darkness / +13% all Changes resistances penetration: +15% nature / +5% mind Changes damage: +16% light / +20% arcane / +3% nature Spell save: +17 (+8 eff.) Maximum life: +62.00 Maximum mana: +63.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Teruimas the pair of iron boots (Corpses) (0 def, 7 armour) Teruimas the pair of iron boots (Corpses) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning / +6% mind Spell save: +9 (+4 eff.) Life regen: +4.00 Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Searkin' (Madness) (0 def, 3 armour) =dex= pair of hardened leather boots 'Searkin' (Madness) (0 def, 3 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Changes stats: +5 Lck / +5 Dex Changes resistances: +15% fire Changes damage: +12% fire Stealth bonus: +7 Maximum stamina: +20.00 Curse of Madness A pair of boots made of leather. |
Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Misfortune These gloves are coated with a thick, green liquid. |
Wyrmbreath (Nightmares) (0 def, 4 armour) Wyrmbreath (Nightmares) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire Curse of Nightmares It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 264.62 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Swampspawner' (Misfortune) (0 def, 2 armour) hardened leather gloves 'Swampspawner' (Misfortune) (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 7 cold Damage when hit (Melee): 4 nature Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Cun Changes resistances: +5% blight / +7% cold / +7% darkness Changes damage: +3% cold Reduces incoming crit damage: 5.00% Spell save: +13 (+6 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 10% chance to slow global speed by 59% * 16% chance to reduce armor by 16% Damage (Melee): +4 darkness Damage (radius 2) on crit: +5 ice Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of butchering (Nightmares) (0 def, 5 armour) heroic dwarven-steel gauntlets of butchering (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +8 Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +3% Changes resistances: +7% blight Spell save: +9 (+4 eff.) Mental save: +5 (+1 eff.) Maximum life: +46.00 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 14% chance to slow global speed by 59% * 13% chance to reduce armor by 16% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (Misfortune) (0 def, 12 armour) Quasit's Skull (Misfortune) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tyharaneg the Smolderripper (Nightmares) (2 def, 0 armour) Tyharaneg the Smolderripper (Nightmares) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +14% physical / +19% fire Changes resistances penetration: +20% fire / +10% temporal Changes damage: +14% physical / +22% fire Physical save: +7 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares A pointy cloth hat, very wizardly... |
rough leather cap 'Scummight' (Nightmares) (0 def, 1 armour) =dex= rough leather cap 'Scummight' (Nightmares) (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +1 Wil / +1 Cun Changes resistances penetration: +10% light Changes damage: +3% nature Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+3 eff.) Curse of Nightmares A cap made of leather. |
Glacierterror the steel mail armour (Shrouds) (15 def, 21 armour) Glacierterror the steel mail armour (Shrouds) (15 def, 21 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +21 Defense: +15 (+8 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 59% Changes stats: +3 Cun Changes resistances: +3% cold Mental save: +22 (+7 eff.) Curse of Shrouds A suit of armour made of mail. |
dwarven-steel mail armour of the deep (Madness) (3 def, 11 armour) =water= dwarven-steel mail armour of the deep (Madness) (3 def, 11 armour) =water=Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Curse of Madness A suit of armour made of mail. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
384 alchemist agate 384 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. |
onyx 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. |
7 aquamarine 7 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Branastir the dwarven-steel pickaxe (dig speed 32 turns) Branastir the dwarven-steel pickaxe (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Fatigue: -6% Changes stats: +9 Str / +1 Dex Changes resistances penetration: +10% mind / +15% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Manoran the iron pickaxe (dig speed 30 turns) Manoran the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Spell save: +12 (+6 eff.) Disease immunity: +20% Stun/Freeze immunity: +10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.99 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 58.99 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp 'Vilewrack' alchemist's lamp 'Vilewrack'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +1 Dex / +4 Wil Changes resistances: +6% nature Changes resistances penetration: +25% physical Critical mult.: +11.00% Maximum stamina: +30.00 Mindpower: +10 (+3 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Lustrevice' brass lantern 'Lustrevice'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +20% light / +5% darkness Changes damage: +3% lightning / +3% light Spell save: +6 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
Chalyyaran [power 100] (15 cooldown) Chalyyaran [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Cun / +1 Wil Maximum psi: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of psionic shield [power 63] (25 cooldown) focusing dwarven-steel torque of psionic shield [power 63] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of healing [power 236] (18 cooldown) supercharged ash totem of healing [power 236] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By INSANECAT the Krog Cursed level 29
23rd Haze 122nd year of Ascendancy at 12:38 see stats
By INSANECAT the Krog Cursed level 15
24th Dusk 122nd year of Ascendancy at 02:47 see stats
By INSANECAT the Krog Cursed level 26
19th Haze 122nd year of Ascendancy at 23:52 see stats
By INSANECAT the Krog Cursed level 13
6th Flare 122nd year of Ascendancy at 14:21 see stats
By INSANECAT the Krog Cursed level 23
7th Haze 122nd year of Ascendancy at 17:00 see stats
By INSANECAT the Krog Cursed level 10
3rd Mirth 122nd year of Ascendancy at 11:23 see stats
By INSANECAT the Krog Cursed level 20
56th Dusk 122nd year of Ascendancy at 20:52 see stats
By INSANECAT the Krog Cursed level 22
79th Dusk 122nd year of Ascendancy at 08:21 see stats
By INSANECAT the Krog Cursed level 10
4th Mirth 122nd year of Ascendancy at 06:20 see stats
By INSANECAT the Krog Cursed level 22
63rd Dusk 122nd year of Ascendancy at 07:17 see stats
By INSANECAT the Krog Cursed level 17
34th Dusk 122nd year of Ascendancy at 11:11 see stats
By INSANECAT the Krog Cursed level 27
22nd Haze 122nd year of Ascendancy at 18:59 see stats
Log
Gema the ogre warmaster shrugs off the effect 'Dazzled'!
INSANECAT uses Retch.
INSANECAT VOMITS on the ground!
INSANECAT is recovering from the damage!
Cyrotira the mean looking elven guard is stunned!
Phantasmal Shield hits Mirror Image (Cyrotira the mean looking elven guard) for 0 light damage.
Phantasmal Shield hits Gema the ogre warmaster for (134 blocked), (30 flat reduction), 54 light (54 total damage).
Phantasmal Shield hits INSANECAT for (59 antimagic), (33 rampage shugs off), 226 light (226 total damage).
Gema the ogre warmaster's Counter Shot hits INSANECAT for 74 physical, (6 antimagic), 0 blight (74 total damage).
Gema the ogre warmaster's Counter Shot hits INSANECAT for 75 physical, (6 antimagic), 0 blight (75 total damage).
Acid Splash from Gema the ogre warmaster hits INSANECAT for (8 antimagic), 0 acid (0 total damage).
Gema the ogre warmaster's Counter Shot hits INSANECAT for (33 rampage shugs off), 44 physical, (6 antimagic), 0 blight (44 total damage).
Mindrot hits Mirror Image (Cyrotira the mean looking elven guard) for 0 mind, 0 darkness (0 total damage).
Mindrot hits Gema the ogre warmaster for (3 flat reduction), 0 mind, (2 blocked), 0 darkness (0 total damage).
Mindrot hits Cyrotira the mean looking elven guard for 5 mind, 5 darkness (10 total damage).
Grappling hits Mirror Image (Cyrotira the mean looking elven guard) for 0 physical, 0 physical, 0 physical, 0 physical (0 total damage).
Cyrotira the mean looking elven guard casts Timeless.
Cyrotira the mean looking elven guard is not stunned anymore.
Cyrotira the mean looking elven guard casts Grace of the Eternals.
Cyrotira the mean looking elven guard speeds up.
Gema the ogre warmaster casts Rune: Stormshield.
Gema the ogre warmaster summons a storm to protect them!
Cyrotira the mean looking elven guard casts Shadowstep.
Cyrotira the mean looking elven guard's spell attains critical power!
INSANECAT is not dazed!
Melee retaliation hits Cyrotira the mean looking elven guard for 3 mind, 3 mind (6 total damage).
Grappling hits Mirror Image (Cyrotira the mean looking elven guard) for 0 physical, 0 physical, 0 physical (0 total damage).
Cyrotira the mean looking elven guard hits INSANECAT for (59 antimagic), 278 darkness, (3 antimagic), 0 fire, (59 antimagic), 4 darkness, (59 antimagic), 131 lightning (413 total damage).
INSANECAT the level 29 krog cursed was shocked to death by Cyrotira the mean looking elven guard on level 1 of Dark crypt.
Mirror Image (Cyrotira the mean looking elven guard) is no longer being stalked by INSANECAT.