
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 30 / 99% |
| Size | huge |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 77th Pyre 122nd year of Ascendancy at 12:25 4 / 2Killed by Emorin the elven blood mage at level 30 on the 30th Dusk 122nd year of Ascendancy at 00:18 |
Primary Stats
| Strength | 73 (base 56) |
| Dexterity | 11 (base 10) |
| Constitution | 40 (base 21) |
| Magic | 13 (base 10) |
| Willpower | 52 (base 38) |
| Cunning | 39 (base 27) |
Resources
| Life | 783/783 |
| Hate | 98/100 |
| Psi | 162/162 |
| Healing Factor | 1.365266446152 |
| Regeneration | 0.341316611538 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -49.117025021773% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 3.0020430585864E-13 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 43 |
| Crit Chance | 21% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Mind | +24% |
| Nature | +5% |
| Physical | +19% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Mind | +40% |
| Temporal | +15% |
| Blight | +30% |
| Arcane | +20% |
| Cold | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 54.255795327849 (100%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 29 |
| Physical Save | 39 |
| Spell Save | 41 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 49%( 70%) |
| All | + 20%( 70%) |
| Physical | + 27%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 46%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 66%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Pinning Resistance | 22% |
| Silence Resistance | 20% |
| Confusion Resistance | 43% |
| Fear Resistance | 43% |
| Stun Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
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 320 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 666% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Skate |
| talent | Stalk |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
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 improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Skate (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 383. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Velenne (Madness) (25 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +10 (+3 eff.) Armour: +9 Defense: +25 (+12 eff.) Changes stats: +6 Str / +6 Con Changes resistances penetration: +10% physical Changes damage: +7% physical Only die when reaching: -60.00 life Size category: +1 Curse of Madness A pair of boots made of leather. |
| Light source | BethathraInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +12% light / +6% all Physical save: +7 (+3 eff.) Spell save: +14 (+5 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eremoradur the dwarven-steel helm (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +10% acid / +8% fire / +9% blight / +11% cold / +3% mind / +10% lightning Changes resistances penetration: +20% blight / +25% mind Changes damage: +6% mind Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Daimelahor the Chillshear [power 43] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +6% cold It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage penetration by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zeredil (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +5 Wil / +2 Cun / +5 Con Changes resistances: +3% temporal Changes damage: +3% mind Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +31.00 Maximum psi: +30.00 Curse of Shrouds Rings make your fingers look great! |
| On fingers | copper ring 'Xavea' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +1 Dex Changes resistances: +12% acid / +1% physical Silence immunity: +20% Only die when reaching: -40.00 life Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 113% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Glorabreba the hardened leather belt (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str / +6 Wil / +8 Con Critical mult.: +10.00% Physical save: +13 (+5 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.04 Mindpower: +9 (+2 eff.) Mental crit. chance: +3% Size category: +1 Curse of Nightmares A belt that goes around your waist. |
| In main hand | Xulaith the dwarven-steel greatsword (Corpses) (32-51 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Changes resistances penetration: +10% all Mental save: +18 (+6 eff.) Mindpower: +10 (+3 eff.) Curse of Corpses Massive two-handed swords. |
| On hands | Emelora the dwarven-steel gauntlets (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 5 nature Changes resistances: +6% acid / +9% cold / +7% nature Changes resistances penetration: +5% mind Changes damage: +6% acid / +5% nature / +15% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Fulodunadur the Duatheltrencher (Nightmares) (0 def, 15 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% fire / +7% arcane / +6% darkness Spell save: +19 (+6 eff.) Mental save: +12 (+4 eff.) Disease immunity: +20% Disarm immunity: +10% Curse of Nightmares A suit of armour made of metal plates. |
| Cloak | Tidebrace (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +3% acid / +16% light / +12% blight / +19% fire / +5% arcane / +3% nature Changes resistances penetration: +10% cold Stealth bonus: +8 Spell save: +9 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ce'Numa the gold amulet (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +3 Mag Changes resistances: +8% physical / +11% fire / +5% arcane / +16% cold Changes resistances penetration: +10% arcane Stamina each turn: +0.60 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Curse of Shrouds Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 155; 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 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 628%; 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 increase movement speed by 628% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 392; 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 392 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 308; 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 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 psychic (res 28%; mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 sneak (res 24%; magical; 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 magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 titan (res 25%; mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% 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. |
Firewoe the copper amulet (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 fire Changes stats: +4 Dex Changes resistances: +12% lightning Changes damage: +3% fire Stun/Freeze immunity: +20% Curse of Corpses Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+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... |
Xanobeth (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances: +22% temporal Changes resistances penetration: +10% blight Changes damage: +12% arcane / +9% acid Spell save: +6 (+2 eff.) Pinning immunity: +40% Knockback immunity: +39% Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.warmaker's stralite amulet (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +4 Dex / +8 Wil Curse of Nightmares Amulets make your neck look great! |
Elemental Fury (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
copper ring 'Shockstone' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 8 lightning Changes resistances: +24% lightning Changes resistances penetration: +25% lightning Changes damage: +21% lightning See invisible: +6 Curse of Misfortune Rings make your fingers look great! |
rogue's copper ring of frost (+22%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Curse of Shrouds Rings make your fingers look great! |
titan's gold ring of frost (+28%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +28% cold Changes damage: +14% cold Physical save: +10 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
Arcwish (Corpses) (46-69 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 46.0 - 69.0 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% Damage (Melee): +8 lightning / +20 fire Damage (radius 2) on crit: +16 arcane When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +25% lightning / +10% arcane Changes damage: +6% lightning Curse of Corpses Massive two-handed battleaxes. |
Stormfront (Nightmares) (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 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: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Nightmares The blade glows faintly blue, and reflects a sky full of stormy clouds. |
The Gaping Maw (Madness) (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Madness This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
dwarven-steel battleaxe of massacre (Misfortune) (46-68 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.5 - 68.2 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% Curse of Misfortune Massive two-handed battleaxes. |
hateful stralite dagger of disruption (Misfortune) (30-38 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 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% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +8 darkness Damage against: +9% Living / +8% Unnatural Curse of Misfortune Sharp, short and deadly. |
blazebringer's stralite greatsword of enduring (Corpses) (46-74 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +34 fire When wielded/worn: Changes stats: +7 Con / +9 Wil Changes resistances penetration: +14% fire Maximum life: +33.00 Global speed: +7% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Smearstinger the stralite longsword (Madness) (32-46 power, 23 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +23 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 62% Damage Shield penetration (this weapon only): +14% Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +20 nature When wielded/worn: Changes resistances: +12% blight / +6% nature Changes resistances penetration: +15% lightning Changes damage: +9% acid / +9% blight Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite mace of dampening (Nightmares) (36-51 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +4 Dex Changes resistances: +12% acid / +11% lightning / +11% cold / +10% fire / +6% all Spell save: +8 (+3 eff.) Combat speed: +10% Curse of Nightmares Blunt and deadly. |
stralite mace 'Cyrana' (Misfortune) (36-51 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 5 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +11 blight Damage (radius 1) on hit: +12 fire 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 resistances penetration: +20% temporal Changes damage: +3% arcane / +3% temporal Disease immunity: +13% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Writhing Essence of Nightmares (Nightmares) (15-16 power, 20 apr, darkness damage) Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+4 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to activate talent Waking Nightmare (costing 40 power out of 40/40) : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 29.14 darkness damage each turn for 7 turns, and has a 33% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
This item will automatically be transmogrified when you leave the level.greater elven-wood vilestaff of breaching (Misfortune) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% blight / +12% fire / +12% darkness / +12% acid Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +4% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Cuthyrekath (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +21% darkness / +30% temporal Changes damage: +9% temporal Equilibrium when hit: +0.08 Maximum hate: +6.00 Maximum psi: +30.00 Mental crit. chance: +7% Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.stargazer's silk robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +9% darkness / +20% light / +8% all Spellpower: +27 (+9 eff.) Spell crit. chance: +9% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkfiend (Misfortune) (3 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances: +3% darkness / +9% cold Maximum stamina: +20.00 Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 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 25% chance to evade melee and ranged attacks and 11 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. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Morningvenom' (Madness) (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +5.0% Physical power: +30 (+8 eff.) Armour: +4 Fatigue: +3% Changes stats: +7 Str Changes resistances penetration: +15% light Silence immunity: +31% Confusion immunity: +38% Stun/Freeze immunity: +36% Light radius: +3 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of hardened leather boots of void walking (Shrouds) (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% darkness / +12% temporal Changes resistances penetration: +15% darkness / +15% temporal Spellpower: +6 (+3 eff.) Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +15% Curse of Shrouds A pair of boots made of leather. |
Spellhunt Remnants (Corpses) (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+3 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Corpses It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Storm Bringer's Gauntlets (Madness) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+5 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). Curse of Madness This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Daimadar (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +1 Wil Changes resistances: +11% light / +12% darkness Changes resistances penetration: +5% mind Mental save: +3 (+1 eff.) Stamina each turn: +1.00 Only die when reaching: -40.00 life Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayurarin (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% mind Critical mult.: +5.00% Life regen: +4.00 Curse of Shrouds A cap made of leather. |
Rhyrain the hardened leather cap (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +5 Dex Changes resistances: +6% acid Changes damage: +6% acid Light radius: +3 See invisible: +12 Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Cyrywen' (Corpses) (22 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +22 (+11 eff.) Changes stats: +2 Dex / +2 Mag / +12 Wil Changes resistances: +15% cold / +15% temporal / +2% physical Physical save: +10 (+4 eff.) Stun/Freeze immunity: +20% Maximum hate: +4.00 Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of trickery (Madness) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +2 Cun / +3 Dex Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant dwarven-steel mail armour of the deep (Corpses) (3 def, 11 armour)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 stats: +2 Wil Changes resistances: +7% acid / +10% cold / +13% darkness / +14% blight Allows you to breathe in: water Light radius: +1 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Phlegmslicer the reinforced leather armour (Madness) (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature Changes resistances: +27% acid / +15% temporal / +12% nature Changes damage: +15% acid Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Boltblack (Nightmares) (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage when hit (Melee): 6 fire Changes resistances: +27% lightning Changes damage: +6% lightning / +30% arcane Spell save: +18 (+6 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Curse of Nightmares A suit of armour made of metal plates. |
Elenezilahek the iron plate armour (Misfortune) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Fatigue: +22% Damage when hit (Melee): 2 mind Changes stats: +3 Str / +1 Dex / +3 Wil Changes resistances: +6% mind / +1% physical Changes damage: +9% mind Mental save: +12 (+4 eff.) Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Urirolach the Hellpain (Madness) (0 def, 8 armour, 49-59 power, 140.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * 10% chance to reduce all saves and defense by 34 Damage (Melee): +13 lightning / +17 physical / +20 fire Damage (radius 1) on hit: +4 mind When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 6 lightning / 8 fire On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Changes stats: +4 Dex / +2 Wil Changes resistances: +14% lightning / +14% physical Changes resistances penetration: +20% fire Talent granted: +1 Block Slows Projectiles: +19% Bonus block near projectiles: +90 Curse of Madness Handheld deflection devices. |
10 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. |
244 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
3 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glowminister (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +6 Fatigue: -5% Changes stats: +3 Str Changes resistances penetration: +5% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
HurykhadInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Wil Critical mult.: +15.00% Physical save: +6 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Light radius: +3 Healing mod.: +11% 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. |
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.(109 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Gloriada [power 4] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% temporal Changes resistances penetration: +15% arcane Poison immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +100.00 Maximum vim: +20.00 Healing mod.: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.dwarven-steel torque of gale force 'Arenne' [power 275] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +25% arcane Changes damage: +12% blight Maximum mana: +80.00 Spell crit. chance: +8% Damage Shield penetration: +30% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 327 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.overpowered stralite torque of mindblast [power 560] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 694 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.evasive elven-wood totem of stinging [power 290] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 304 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
4 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. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jiege the Cornac Cursed level 25
15th Dusk 122nd year of Ascendancy at 23:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jiege the Cornac Cursed level 24
8th Dusk 122nd year of Ascendancy at 17:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jiege the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 06:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jiege the Cornac Cursed level 20
9th Flare 122nd year of Ascendancy at 14:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jiege the Cornac Cursed level 30
24th Dusk 122nd year of Ascendancy at 19:59 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jiege the Cornac Cursed level 23
7th Dusk 122nd year of Ascendancy at 11:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Jiege the Cornac Cursed level 16
10th Mirth 122nd year of Ascendancy at 21:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jiege the Cornac Cursed level 8
78th Pyre 122nd year of Ascendancy at 06:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jiege the Cornac Cursed level 24
8th Dusk 122nd year of Ascendancy at 16:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jiege the Cornac Cursed level 17
5th Flare 122nd year of Ascendancy at 21:02 see stats
Log
Jiege harrows Emorin the elven blood mage!
Jiege is stunned!
Terror is stunned!
Terror is stunned!
Curse of Nightmares hits Emorin the elven blood mage for 64 mind, 43 darkness (107 total damage).
Vorywyn the elven warrior hits Terror for 0 darkness damage.
Vorywyn the elven warrior hits Terror for 0 darkness damage.
Vorywyn the elven warrior hits Jiege for 169 darkness damage.
Vorywyn the elven warrior hits Emorin the elven blood mage for (231 absorbed), 65 darkness (65 total damage).
Emorin the elven blood mage casts Moonlight Ray.
Emorin the elven blood mage's spell attains critical power!
Emorin the elven blood mage hits Jiege for 102 darkness damage.
Jiege the level 30 cornac cursed was swallowed by the void to death by Emorin the elven blood mage on level 2 of Dark crypt.
You have 4 life(s) left.
Terror is not stunned anymore.
Terror is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emorin the elven blood mage killed Jiege!
Saving game...
Talent Dig is ready to use.
Talent Harass Prey is ready to use.
Talent Ruined Earth is ready to use.
Your summoned terror disappears.
Talent Infusion: Movement is ready to use.
Jiege activates Skate.
Jiege activates Stalk.
Jiege activates Gloom.
Saving done.
















































































































