










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 18 / 94% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 11 on the 13rd Haze 122nd year of Ascendancy at 07:49 / 96Killed by Rodihaa the dwarf at level 11 on the 27th Haze 122nd year of Ascendancy at 08:21 Killed by Isamidhebeth the black bear at level 11 on the 29th Haze 122nd year of Ascendancy at 16:12 Killed by Eletha the shimmering crystal at level 12 on the 30th Haze 122nd year of Ascendancy at 04:34 Killed by aether beam at level 13 on the 32nd Haze 122nd year of Ascendancy at 01:54 Killed by aether beam at level 13 on the 32nd Haze 122nd year of Ascendancy at 04:03 Killed by Lisavena the cave bear at level 13 on the 32nd Haze 122nd year of Ascendancy at 05:02 Killed by Lisavena the cave bear at level 13 on the 32nd Haze 122nd year of Ascendancy at 06:56 Killed by elven corruptor at level 13 on the 35th Haze 122nd year of Ascendancy at 02:15 Killed by elven corruptor at level 13 on the 35th Haze 122nd year of Ascendancy at 03:30 Killed by Zubuwyn the wolf at level 15 on the 37th Haze 122nd year of Ascendancy at 06:37 Killed by Nerima the spitting spider at level 15 on the 37th Haze 122nd year of Ascendancy at 10:58 Killed by Nerarewe the elven tempest at level 15 on the 37th Haze 122nd year of Ascendancy at 21:17 Killed by Nerarewe the elven tempest at level 15 on the 38th Haze 122nd year of Ascendancy at 04:27 Killed by Nerarewe the elven tempest at level 15 on the 38th Haze 122nd year of Ascendancy at 06:31 Killed by Nerarewe the elven tempest at level 15 on the 38th Haze 122nd year of Ascendancy at 10:00 Killed by Nerarewe the elven tempest at level 15 on the 38th Haze 122nd year of Ascendancy at 14:18 Killed by Nerarewe the elven tempest at level 15 on the 38th Haze 122nd year of Ascendancy at 16:21 Killed by Fama the thalore at level 16 on the 62nd Haze 122nd year of Ascendancy at 06:11 Killed by Cyrarin the giant carpenter ant at level 16 on the 78th Haze 122nd year of Ascendancy at 20:52 Killed by war hound at level 16 on the 78th Haze 122nd year of Ascendancy at 22:58 Killed by Arunne the degenerated skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 01:14 Killed by Shargzut the wretchling at level 16 on the 79th Haze 122nd year of Ascendancy at 04:01 Killed by Eilinymina the degenerated skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 05:54 Killed by Ce'Nena the skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 07:17 Killed by Eilinymina the degenerated skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 08:28 Killed by Eilinymina the degenerated skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 10:32 Killed by Xidasema the skeleton mage at level 16 on the 79th Haze 122nd year of Ascendancy at 12:36 Killed by Ce'Norimina the degenerated skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 14:29 Killed by Ividarin the vampire at level 16 on the 79th Haze 122nd year of Ascendancy at 16:50 Killed by bandit at level 16 on the 79th Haze 122nd year of Ascendancy at 18:10 Killed by Ce'Nena the skeleton warrior at level 16 on the 79th Haze 122nd year of Ascendancy at 21:34 Killed by Ivarinor the skeleton magus at level 17 on the 80th Haze 122nd year of Ascendancy at 00:10 Killed by Xidasema the skeleton mage at level 17 on the 80th Haze 122nd year of Ascendancy at 03:26 Killed by Ivarinor the skeleton magus at level 17 on the 80th Haze 122nd year of Ascendancy at 04:41 Killed by Ividarin the vampire at level 17 on the 80th Haze 122nd year of Ascendancy at 06:26 Killed by Ivarinor the skeleton magus at level 17 on the 80th Haze 122nd year of Ascendancy at 08:11 Killed by Ivarinor the skeleton magus at level 17 on the 80th Haze 122nd year of Ascendancy at 09:35 Killed by Ivarinor the skeleton magus at level 17 on the 80th Haze 122nd year of Ascendancy at 11:29 Killed by thief at level 17 on the 1st Decay 122nd year of Ascendancy at 00:18 Killed by thief at level 17 on the 1st Decay 122nd year of Ascendancy at 01:53 Killed by Isada the large brown snake at level 17 on the 1st Decay 122nd year of Ascendancy at 11:39 Killed by Elubeth the degenerated skeleton warrior at level 17 on the 1st Decay 122nd year of Ascendancy at 18:09 Killed by Elubeth the degenerated skeleton warrior at level 17 on the 1st Decay 122nd year of Ascendancy at 20:20 Killed by Elubeth the degenerated skeleton warrior at level 17 on the 1st Decay 122nd year of Ascendancy at 23:27 Killed by Elubeth the degenerated skeleton warrior at level 17 on the 2nd Decay 122nd year of Ascendancy at 01:56 Killed by Elubeth the degenerated skeleton warrior at level 17 on the 2nd Decay 122nd year of Ascendancy at 02:19 Killed by Belumiwe the skeleton warrior at level 17 on the 2nd Decay 122nd year of Ascendancy at 07:24 Killed by Emeta the degenerated skeleton warrior at level 17 on the 2nd Decay 122nd year of Ascendancy at 10:10 Killed by Saloseth the degenerated skeleton warrior at level 17 on the 2nd Decay 122nd year of Ascendancy at 12:54 Killed by Belumiwe the skeleton warrior at level 17 on the 3rd Decay 122nd year of Ascendancy at 12:05 Killed by Voruth the degenerated skeleton warrior at level 17 on the 3rd Decay 122nd year of Ascendancy at 15:13 Killed by Belumiwe the skeleton warrior at level 17 on the 3rd Decay 122nd year of Ascendancy at 17:03 Killed by Getha the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 19:45 Killed by Getha the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 20:49 Killed by Getha the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 21:49 Killed by Getha the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 22:28 Killed by Getha the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 23:39 Killed by Getha the large white snake at level 17 on the 9th Decay 122nd year of Ascendancy at 01:14 Killed by Islyrethra the wolf at level 17 on the 9th Decay 122nd year of Ascendancy at 03:43 Killed by Voroba the large white snake at level 17 on the 9th Decay 122nd year of Ascendancy at 06:44 Killed by Vorutta the copperhead snake at level 17 on the 9th Decay 122nd year of Ascendancy at 09:14 Killed by Bethybeth the blade horror at level 17 on the 9th Decay 122nd year of Ascendancy at 10:44 Killed by Bethybeth the blade horror at level 17 on the 9th Decay 122nd year of Ascendancy at 11:22 Killed by Yvidann the brown bear at level 17 on the 9th Decay 122nd year of Ascendancy at 15:15 Killed by Yvidann the brown bear at level 17 on the 9th Decay 122nd year of Ascendancy at 16:21 Killed by Ce'Noba the brown bear at level 18 on the 9th Decay 122nd year of Ascendancy at 21:53 Killed by Lashing Tentacle at level 18 on the 10th Decay 122nd year of Ascendancy at 00:44 Killed by Ce'Noba the brown bear at level 18 on the 10th Decay 122nd year of Ascendancy at 02:11 Killed by Ce'Noba the brown bear at level 18 on the 10th Decay 122nd year of Ascendancy at 04:04 Killed by Zubelaith the copperhead snake at level 18 on the 10th Decay 122nd year of Ascendancy at 07:16 Killed by Arymira the fiery orc wyrmic at level 18 on the 10th Decay 122nd year of Ascendancy at 20:16 Killed by Emelorinne the rattlesnake at level 18 on the 1st Wintertide 123rd year of Ascendancy at 00:53 Killed by Zubowyn the treant at level 18 on the 1st Wintertide 123rd year of Ascendancy at 02:54 Killed by Zubowyn the treant at level 18 on the 1st Wintertide 123rd year of Ascendancy at 05:08 Killed by thought-forged bowman at level 18 on the 1st Wintertide 123rd year of Ascendancy at 06:22 Killed by black jelly at level 18 on the 1st Wintertide 123rd year of Ascendancy at 07:38 Killed by Ivabrenor the copperhead snake at level 18 on the 1st Wintertide 123rd year of Ascendancy at 11:24 Killed by Ivabrenor the copperhead snake at level 18 on the 1st Wintertide 123rd year of Ascendancy at 12:55 Killed by Lisena the large white snake at level 18 on the 1st Wintertide 123rd year of Ascendancy at 16:13 Killed by war hound at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 02:29 Killed by Norgos, the Guardian at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 13:59 Killed by Norgos, the Guardian at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 15:50 Killed by Velimille the large brown snake at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 16:42 Killed by Norgos, the Guardian at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 17:39 Killed by Nerita the copperhead snake at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 19:26 Killed by Nerita the copperhead snake at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 20:51 Killed by Norgos, the Guardian at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 22:09 Killed by Norgos, the Guardian at level 18 on the 2nd Wintertide 123rd year of Ascendancy at 23:32 Killed by ritch flamespitter at level 18 on the 1st Allure 123rd year of Ascendancy at 00:55 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 02:34 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 05:03 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 07:08 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 09:44 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 10:45 Killed by Norgos, the Guardian at level 18 on the 1st Allure 123rd year of Ascendancy at 14:12 |
Primary Stats
Strength | 33 (base 32) |
Dexterity | 10 (base 10) |
Constitution | 38 (base 25) |
Magic | 30 (base 30) |
Willpower | 23 (base 15) |
Cunning | 13 (base 11) |
Resources
Life | 741/741 |
Stamina | 164/164 |
Vim | 165/165 |
Healing Factor | 1.4602122670883 |
Regeneration | 12.656458420628 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 16.54677130326 |
See Invisible | 34.54677130326 |
Offense: Mainhand
Damage | 53 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 2 |
Speed | 1.11 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +10% |
Cold | +10% |
Darkness | +4% |
Physical | +5% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Fire | +5% |
Mind | +35% |
Defense: Base
Armour (hardiness) | 24.317011280365 (72.903125182002%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 20 |
Physical Save | 33 |
Spell Save | 36 |
Mental Save | 29 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 12%( 70%) |
Cold | + 22%( 70%) |
All | + 7%( 70%) |
Darkness | + 20%( 70%) |
Light | + 32%( 70%) |
Lightning | + 32%( 70%) |
Mind | + 10%( 70%) |
Fire | + 19%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Horrifying Blows |
talent | Precise Strikes |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the lost sun paladin from death by ritch flamespitter. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% fire Physical save: +11 (+6 eff.) Mental save: +11 (+5 eff.) See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused 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.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.29 to 81.87 lightning damage (54.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 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: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str / +2 Wil / +3 Con Changes damage: +6% mind Physical save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Maximum hate: +2.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+5 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +5% fire / +3% mind / +6% cold Changes resistances penetration: +10% mind / +5% arcane Critical mult.: +15.00% Maximum mana: +20.00 Spellpower: +10 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Defense: +7 (+7 eff.) Changes resistances: +9% light / +3% nature Disarm immunity: +32% Massive two-handed mauls. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 7 darkness Changes resistances: +6% darkness Changes damage: +4% darkness Reduces incoming crit damage: 15.00% Maximum life: +80.00 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +18% Damage when hit (Melee): 2 blight Changes stats: +7 Con Changes resistances: +17% lightning / -12% light / +6% blight / +8% fire / +8% darkness Changes resistances penetration: +25% mind Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Life regen: +3.00 Maximum life: +31.00 Healing mod.: +15% A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 82.62 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 165 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() healing infusion of the psychic (heal 98; 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 98 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 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. |
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 124.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 32% faster, and you are invisible (power 9). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 661% for 10 turns (0 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Dex Changes resistances: +12% fire / +14% mind / +12% cold Talent mastery: +0.10 Corruption / Demonic strength Confusion immunity: +25% Only die when reaching: -20.00 life Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused 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 (+2 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... |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +9 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 102% 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! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +11% Disease immunity: +12% Rings make your fingers look great! |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blinding light When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +2 Mag / +2 Cun Changes damage: +4% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Ametrine: Light It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire Massive two-handed swords. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Str / +4 Con Changes resistances: +7% fire / +9% cold Light radius: +3 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +6 Cun / +4 Wil Changes damage: +12% mind Damage against: +19% Summoned Reduced damage from: +15% Summoned Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +15% light Stealth bonus: +6 Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +6% light / +3% cold Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +6 Wil Changes resistances penetration: +5% arcane Changes damage: +6% arcane Maximum hate: +2.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Velossra' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +12% blight / +6% temporal Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Ce'Nybeth the Nighthacker (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage (Melee): 7 acid Changes resistances: +6% acid / +3% temporal / +3% fire / +12% nature / +3% cold Changes damage: +4% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Str Changes resistances: +5% light Changes damage: +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +1 (+1 eff.) Changes resistances: +18% nature / +3% darkness Changes damage: +12% nature Spell save: +3 (+1 eff.) Poison immunity: +10% Life regen: +4.00 A pointy cloth hat, very wizardly... |
![]() prismatic iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rough leather cap 'Kilnminister' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +3 Mag / +3 Wil Changes damage: +9% fire Reduces incoming crit damage: 10.00% A cap made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 6 cold Changes stats: +2 Cun / +1 Str Changes damage: +6% blight Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
![]() Duvyhir the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Changes stats: +5 Dex Changes resistances penetration: +10% physical Light radius: +6 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 101.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
The Cog =Anniversary Item= The Cog =Anniversary Item=Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 119.47 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% blight Critical mult.: +5.00% Spell save: +9 (+4 eff.) It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 Damage when hit (Melee): 6 darkness Changes resistances: +6% nature Changes resistances penetration: +5% darkness Changes damage: +12% nature It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% blight / +5% arcane / +3% nature Changes resistances penetration: +10% darkness Changes damage: +9% darkness It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% physical Physical save: +3 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 264 Base Damage: 106 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes stats: +4 Str Changes resistances penetration: +10% light / +20% physical It can be used to reveal the area around you, dispelling darkness (radius 9, power 51 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +3% acid / +3% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Str / +6 Con Changes resistances: +1% physical Changes damage: +6% nature Stamina each turn: +3.00 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Corona the Cornac Doombringer level 11
13rd Haze 122nd year of Ascendancy at 09:53 see stats
By Corona the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 02:04 see stats
By Corona the Cornac Doombringer level 10
24th Dusk 122nd year of Ascendancy at 17:07 see stats
By Corona the Cornac Doombringer level 17
1st Decay 122nd year of Ascendancy at 01:53 see stats
By Corona the Cornac Doombringer level 7
20th Dusk 122nd year of Ascendancy at 07:47 see stats
By Corona the Cornac Doombringer level 12
31st Haze 122nd year of Ascendancy at 15:42 see stats
Log
From the brink of death you seem to be yanked to another plane.
Norgos, the Guardian killed Corona!
Saving game...
Talent Darkfire is ready to use.
Talent Draining Assault is ready to use.
Talent Mass Hysteria is ready to use.
Talent Dig is ready to use.
Talent Incinerating Blows is ready to use.
Talent Reckless Strike is ready to use.
Corona activates Horrifying Blows.
Talent Fiery Aegis is ready to use.
Talent Fiery Torment is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Obliterating Smash is ready to use.
Talent Empathic Hex is ready to use.
Talent Burning Hex is ready to use.
Talent Precise Strikes is ready to use.
Corona activates Precise Strikes.
Saving done.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.