Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 25 / 27% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 25 on the 77th Dusk 122nd year of Ascendancy at 08:19 / 1 |
Primary Stats
Strength | 55 (base 15) |
Dexterity | 15 (base 10) |
Constitution | 45 (base 10) |
Magic | 13 (base 10) |
Willpower | 71 (base 55) |
Cunning | 55 (base 44) |
Resources
Life | -307/669 |
Hate | 100/100 |
Equilibrium | 18 |
Psi | 174/181 |
Healing Factor | 1.2190165583373 |
Regeneration | 0.30475413958433 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +29.999999999997% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 52 |
Accuracy | 61 |
Crit Chance | 17% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 61 |
Crit Chance | 18% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Cold | +30% |
Darkness | +12% |
Blight | +3% |
Physical | +10% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Lightning | +6% |
Fire | +20% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 29.954991921824 (67.973570614753%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 22 |
Physical Save | 37 |
Spell Save | 33 |
Mental Save | 38 |
Defense: Resistances
Acid | + 25%( 70%) |
Physical | + 22%( 70%) |
Cold | + 65%( 70%) |
All | + 15%( 70%) |
Darkness | + 28%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 29%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Pinning Resistance | 22% |
Knockback Resistance | 58% |
Confusion Resistance | 29% |
Fear Resistance | 18% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/3)
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 161 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | 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 Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | 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's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Frost Treads (Shrouds) (1 def, 4 armour) Frost Treads (Shrouds) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | brass lantern 'Salymirin' brass lantern 'Salymirin'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +25 (+12 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Con Blindness immunity: +24% Confusion immunity: +11% Only die when reaching: -60.00 life Light radius: +7 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. 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. |
On head | Steel Helm of Garkul (Shrouds) (0 def, 6 armour) Steel Helm of Garkul (Shrouds) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Runeldir (Madness) (0 def, 2 armour) Runeldir (Madness) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +4 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Spellpower: +15 (+7 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Polayavea' (dig speed 36 turns) iron pickaxe 'Polayavea' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Spell save: +6 (+3 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Equilibrium when hit: +0.04 Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Nightmares It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.26 cold and 18.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | steel ring 'Blindoracle' (Nightmares) steel ring 'Blindoracle' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +6 Str / +6 Con Changes resistances: +6% nature Changes resistances penetration: +20% darkness Changes damage: +12% darkness Curse of Nightmares Rings make your fingers look great! |
Around neck | stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets make your neck look great! |
In main hand | Torchcrypt the thorny mindstar (Shrouds) (8-9 power, 24 apr, mind damage) Torchcrypt the thorny mindstar (Shrouds) (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 24% Damage when hit (Melee): 4 fire Changes stats: +4 Cun Changes resistances: +12% fire Changes resistances penetration: +20% fire Changes damage: +6% mind Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | monstrous hardened leather belt of dampening (Shrouds) monstrous hardened leather belt of dampening (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +5% acid / +5% fire / +7% lightning / +7% cold Physical save: +8 (+4 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
In off hand | gifted pulsing mindstar of storms (Nightmares) (14-15 power, 32 apr, mind damage) gifted pulsing mindstar of storms (Nightmares) (14-15 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +3 Str / +5 Dex / +3 Mag / +2 Wil / +3 Cun / +4 Con Changes resistances: +8% lightning Changes resistances penetration: +6% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | cashmere cloak of Iron Throne (Shrouds) (2 def, 0 armour) cashmere cloak of Iron Throne (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gydar the dwarven-steel mail armour (Corpses) (3 def, 11 armour) Gydar the dwarven-steel mail armour (Corpses) (3 def, 11 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +7% acid / +8% physical / +15% darkness / +7% cold / +9% mind Changes resistances penetration: +25% mind Changes damage: +3% blight Allows you to breathe in: water Maximum life: +35.00 Light radius: +1 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 165; cd 13) healing infusion of the sneak (heal 165; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -373; dur 6; cd 30) heroism infusion of the warrior (die at -373; dur 6; cd 30)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: 30 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 6 turns. While Heroism is active, you will only die when reaching -373 life. The duration and life will increase by 1% for every 1% life you have lost (currently 917 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 712%; cd 14) movement infusion of the sneak (speed 712%; 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 increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 233; 12 cd) regeneration infusion of the titan (heal 233; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 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 titan (heal 261; 13 cd) regeneration infusion of the titan (heal 261; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 29%; magical; dur 2; cd 10) wild infusion of the sneak (res 29%; 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 29% for 2 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. |
Withering Orbs 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... |
cleansing gold amulet of vision cleansing gold amulet of visionInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% nature / +13% blight Blindness immunity: +10% Poison immunity: +20% Disease immunity: +20% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
cleansing steel amulet of cunning (+2) cleansing steel amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% nature / +12% blight Poison immunity: +27% Disease immunity: +27% Amulets make your neck look great! |
mindweaver's steel amulet mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+3 eff.) Confusion immunity: +14% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +1.00 Amulets make your neck look great! |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
restful steel amulet of magic (+2) restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
steel amulet 'Obsidiankiller' steel amulet 'Obsidiankiller'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Damage when hit (Melee): 2 arcane Changes resistances: +3% mind / +9% darkness Changes resistances penetration: +25% arcane Life regen: +1.00 Amulets make your neck look great! |
steel amulet of mastery (0.13 Cursed / Endless hunt) steel amulet of mastery (0.13 Cursed / Endless hunt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.13 Cursed / Endless hunt Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. stralite amulet of perfection (0.28 Technique / Combat training,0.28 Cursed / Endless hunt) (Corpses)stralite amulet of perfection (0.28 Technique / Combat training,0.28 Cursed / Endless hunt) (Corpses) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.28 Cursed / Endless hunt +0.28 Technique / Combat training Curse of Corpses Amulets make your neck look great! |
warrior's steel amulet of vision warrior's steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Blindness immunity: +13% Stamina each turn: +0.40 Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.28 Cunning / Survival) warrior's stralite amulet of mastery (0.28 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% physical Talent mastery: +0.28 Cunning / Survival Stamina each turn: +0.20 Amulets make your neck look great! |
Bethyriavena (Madness) Bethyriavena (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +15% nature / +9% darkness Reduces incoming crit damage: 15.00% Physical save: +9 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +2.00 Curse of Madness Rings make your fingers look great! |
Darkbright (Shrouds) Darkbright (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% acid / +6% lightning / +3% nature / +3% darkness Changes resistances penetration: +15% mind Spell save: +6 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +3.00 Curse of Shrouds Rings make your fingers look great! |
Ring of Growth (Shrouds) Ring of Growth (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tundralash (Corpses) Tundralash (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +4 Dex Changes resistances: +6% cold Changes resistances penetration: +5% mind Psi when hit: +0.12 Maximum psi: +10.00 Curse of Corpses Rings make your fingers look great! |
Wheel of Fate (Nightmares) Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Galorion' (Corpses) copper ring 'Galorion' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +1 Cun / +1 Wil Changes resistances: +20% fire Changes damage: +10% fire Maximum hate: +6.00 Mental crit. chance: +4% Curse of Corpses Rings make your fingers look great! |
gladiator's stralite ring (Misfortune) gladiator's stralite ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +8 Con Curse of Misfortune Rings make your fingers look great! |
gold ring 'Layalewen' (Nightmares) gold ring 'Layalewen' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Con Physical save: +6 (+3 eff.) Spell save: +13 (+7 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum stamina: +11.00 Infravision radius: +3 Healing mod.: +5% Curse of Nightmares Rings make your fingers look great! |
marksman's steel ring of darkness (+20%) (Madness) marksman's steel ring of darkness (+20%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Madness Rings make your fingers look great! |
marksman's steel ring of tenacity (Shrouds) marksman's steel ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Curse of Shrouds Rings make your fingers look great! |
psionicist's copper ring (Madness) psionicist's copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Curse of Madness Rings make your fingers look great! |
psionicist's copper ring of tenacity (Corpses) psionicist's copper ring of tenacity (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Curse of Corpses Rings make your fingers look great! |
psionicist's gold ring of nature (+22%) (Shrouds) psionicist's gold ring of nature (+22%) (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +10 (+4 eff.) Curse of Shrouds Rings make your fingers look great! |
rogue's steel ring of aether (+11%) (Misfortune) rogue's steel ring of aether (+11%) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +11% arcane Changes damage: +11% arcane Curse of Misfortune Rings make your fingers look great! |
solipsist's stralite ring of light (+26%) (Misfortune) solipsist's stralite ring of light (+26%) (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +26% light Changes damage: +13% light Mindpower: +6 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
steel ring 'Kychak' (Misfortune) steel ring 'Kychak' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Str Changes resistances: +3% acid / +22% cold Changes damage: +11% cold Critical mult.: +10.00% Life regen: +4.00 Curse of Misfortune Rings make your fingers look great! |
steel ring of clarity (Madness) steel ring of clarity (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+3 eff.) Confusion immunity: +20% Curse of Madness Rings make your fingers look great! |
titan's gold ring of misery (Misfortune) titan's gold ring of misery (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 5 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 36 Damage (Ranged): 5 physical Changes stats: +3 Cun / +4 Con Physical save: +8 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
titan's steel ring of clarity (Misfortune) titan's steel ring of clarity (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Curse of Misfortune Rings make your fingers look great! |
titan's steel ring of fire (+24%) (Corpses) titan's steel ring of fire (+24%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +8 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
warrior's gold ring of light (+24%) (Misfortune) warrior's gold ring of light (+24%) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% light Changes damage: +12% light Curse of Misfortune Rings make your fingers look great! |
wizard's steel ring (Shrouds) wizard's steel ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
nature's pulsing mindstar of sand (Corpses) (13-14 power, 32 apr, mind damage) nature's pulsing mindstar of sand (Corpses) (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 physical Changes resistances: +6% blight / +11% physical Changes resistances penetration: +8% physical Changes damage: +4% nature / +6% physical Talent granted: +1 Attune Mindstar Disease immunity: +14% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's pulsing mindstar (Corpses) (14-15 power, 32 apr, nature damage) protector's pulsing mindstar (Corpses) (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% all Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gorevena the hardened leather belt (Misfortune) Gorevena the hardened leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Dex Changes resistances: +9% mind Changes resistances penetration: +15% mind Spell save: +8 (+4 eff.) Light radius: +2 Infravision radius: +3 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Mayugann the rough leather belt (Nightmares) Mayugann the rough leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +2 Changes stats: +1 Str / +4 Dex / +3 Cun / +6 Lck Changes resistances: +9% light Trap disarming bonus: +7 Stealth bonus: +7 Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
dreamer's woollen robe of alchemy (Misfortune) (0 def, 0 armour) dreamer's woollen robe of alchemy (Misfortune) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +12% physical / +12% darkness / +11% cold / +12% fire / +12% mind / +9% all Changes damage: +5% acid / +6% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growmistress (Nightmares) (5 def, 1 armour) Growmistress (Nightmares) (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +1 Defense: +5 (+2 eff.) Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +10% nature Stealth bonus: +6 Stamina each turn: +2.00 Curse of Nightmares A pair of boots made of leather. |
pair of hardened leather boots 'Toregund' (Misfortune) (4 def, 3 armour) pair of hardened leather boots 'Toregund' (Misfortune) (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Dex Changes damage: +30% mind Infravision radius: +2 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: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour) Spellhunt Remnants (Nightmares) (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% 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 Nightmares 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 once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
steady hardened leather gloves of sorrow (Nightmares) (0 def, 2 armour) steady hardened leather gloves of sorrow (Nightmares) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to reduce all saves and defense by 36 Damage (Melee): 10 mind / 16 darkness Physical save: +7 (+3 eff.) Mental save: -7 (-4 eff.) Disarm immunity: +20% Mindpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 52% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
51 alchemist agate 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
4 lapis lazuli 4 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. |
9 opal 9 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chalibers the Growthmark (dig speed 19 turns) Chalibers the Growthmark (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances: +3% nature Changes damage: +9% physical Hate when firing a critical mind attack: +3.00 Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 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. |
15 spinel 15 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
survivor's alchemist's lamp of focus survivor's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +9% mind Physical save: +8 (+4 eff.) Light radius: +4 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
Aresegana the dwarven-steel torque of mindblast [power 220] (15 cooldown) Aresegana the dwarven-steel torque of mindblast [power 220] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 24% Critical mult.: +15.00% Mental crit. chance: +5% It can be used to blast the opponent's mind dealing 233 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 48. Torques are made by powerful psionics to store psionic powers. |
Delokor the dwarven-steel torque of clear mind [power 2] (25 cooldown) Delokor the dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% nature / +3% temporal Changes damage: +12% physical Blindness immunity: +10% Stamina each turn: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Gywe the Strikestreak [power 75] (25 cooldown) Gywe the Strikestreak [power 75] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +6% nature / +6% darkness / +12% acid It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Veluvea the Gloomworm [power 122] (15 cooldown) Veluvea the Gloomworm [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances: +5% arcane Poison immunity: +20% Confusion immunity: +20% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of thorny skin [power 37] (20 cooldown) evasive yew totem of thorny skin [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 194] (15 cooldown) focusing ash totem of stinging [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
7 citrine 7 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. |
10 zircon 10 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 Deucebag Bro the Cornac Cursed level 22
45th Dusk 122nd year of Ascendancy at 13:06 see stats
By Deucebag Bro the Cornac Cursed level 8
6th Mirth 122nd year of Ascendancy at 22:43 see stats
By Deucebag Bro the Cornac Cursed level 19
39th Dusk 122nd year of Ascendancy at 01:41 see stats
By Deucebag Bro the Cornac Cursed level 25
70th Dusk 122nd year of Ascendancy at 13:15 see stats
By Deucebag Bro the Cornac Cursed level 10
2nd Flare 122nd year of Ascendancy at 06:08 see stats
By Deucebag Bro the Cornac Cursed level 20
39th Dusk 122nd year of Ascendancy at 01:41 see stats
By Deucebag Bro the Cornac Cursed level 24
56th Dusk 122nd year of Ascendancy at 08:10 see stats
By Deucebag Bro the Cornac Cursed level 23
55th Dusk 122nd year of Ascendancy at 19:22 see stats
By Deucebag Bro the Cornac Cursed level 25
70th Dusk 122nd year of Ascendancy at 16:39 see stats
By Deucebag Bro the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 05:54 see stats
By Deucebag Bro the Cornac Cursed level 22
53rd Dusk 122nd year of Ascendancy at 17:25 see stats
By Deucebag Bro the Cornac Cursed level 15
17th Dusk 122nd year of Ascendancy at 07:47 see stats
By Deucebag Bro the Cornac Cursed level 20
39th Dusk 122nd year of Ascendancy at 20:04 see stats
Log
Deucebag Bro is free from the decrepitude disease.
Deucebag Bro slows down.
Golem (servant of Ce'Nakira the elven blood mage) shoves Quasit aside.
Elven tempest channels mana through his elven-wood starstaff!
Elven tempest starts to surge mana.
Elven cultist casts Drain.
Your summoned terror disappears.
Lightbringer misses Deucebag Bro.
Elven cultist hits Deucebag Bro for 69 blight damage.
Lightbringer hits Terror for 88 light damage.
Lightbringer hits Deucebag Bro for 33 light damage.
Ce'Nakira the elven blood mage hits Terror for 376 blight damage.
Ce'Nakira the elven blood mage receives 264 healing.
Ce'Nakira the elven blood mage hits Terror for 268 blight damage.
Ce'Nakira the elven blood mage hits Deucebag Bro for 145 blight damage.
Elven cultist casts Timeless.
Elven cultist's is no longer weakened.
Elven cultist casts Timeless.
Elven cultist's is no longer weakened.
Ce'Nakira the elven blood mage killed Terror!
Ce'Nakira the elven blood mage killed Terror!
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Elven cultist is surging arcane power.
Deucebag Bro is afflicted by a weakness disease!
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist hits Deucebag Bro for 182 blight damage.
Elven cultist's Soul Rot hits Deucebag Bro for 347 blight damage.
Deucebag Bro the level 25 cornac cursed was plagued to death by an elven cultist on level 2 of Dark crypt.