













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 | Insane Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 37 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 10 on the 31st Dusk 122nd year of Ascendancy at 18:47 1 / 6Killed by Lisann the bandit at level 17 on the 45th Haze 122nd year of Ascendancy at 12:27 Killed by Mayelrath the midge swarm at level 20 on the 2nd Allure 123rd year of Ascendancy at 17:36 Killed by shadow at level 20 on the 3rd Allure 123rd year of Ascendancy at 06:43 Killed by Golaith the snow giant thunderer at level 24 on the 45th Pyre 123rd year of Ascendancy at 19:39 Killed by Golaith the snow giant thunderer at level 24 on the 46th Pyre 123rd year of Ascendancy at 19:00 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 16.545467261063 (base 10) |
| Constitution | 49.545467261063 (base 33) |
| Magic | 8 (base 10) |
| Willpower | 93.545467261063 (base 60) |
| Cunning | 94.046445489972 (base 60) |
Resources
| Life | 1208/1208 |
| Hate | 52/104 |
| Equilibrium | 48 |
| Healing Factor | 1.1362378175403 |
| Regeneration | 20.177098836491 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 8 |
| See Invisible | 28.545467261063 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 48 |
| Crit Chance | 28% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Cold | +8% |
| All | 0% |
| Lightning | +4% |
| Light | +9% |
| Temporal | +6% |
| Mind | +23% |
| Darkness | +3% |
| Nature | +4% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +20% |
| Darkness | +5% |
| Mind | +25% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 5 |
| Physical Save | 27 |
| Spell Save | 29 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 29%( 74%) |
| Blight | + 29%( 74%) |
| Arcane | + 28%( 74%) |
| Cold | + 28%( 74%) |
| All | + 24%( 74%) |
| Lightning | + 33%( 74%) |
| Light | + 38%( 74%) |
| Physical | + 29%( 78%) |
| Mind | + 33%( 74%) |
| Darkness | + 49%( 87%) |
| Fire | + 29%( 74%) |
| Nature | + 31%( 74%) |
Defense: Immunities
| Stun Resistance | 58% |
| Pinning Resistance | 19% |
| Bleed Resistance | 20% |
| Confusion Resistance | 41% |
| Fear Resistance | 38% |
| Knockback Resistance | 38% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 16%) for 4 turns. Power 1+: Nightwalker: +33 Darkness Resistance, +13% Max Darkness Resistance, +19 See Invisible Power 2+: -1 Luck, +16 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 36% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 36% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 67 mind and 56 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 102 Mind damage, and deal 85 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 24 damage from the next 2.2 attack(s) with a 7% chance to counterattack. Guarded |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You failed to protect the injured seer from death by weaver young. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Nadir de Nacht. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Cyrurawe the cave troll. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Mayelrath the midge swarm. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Vorudhereba the vampire. Escort: repented thief (level 7 of Dreadfell) | 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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 498. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (Madness) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Madness It can be used to boost speed by 67% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This object's appearance was changed to Iron Throne Couture: Earthwarden Greaves. |
| Light source | Durygachak the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +8 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Glimmerbright' (Nightmares) (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 69% Changes resistances: +6% fire / +5% arcane / +5% cold Changes damage: +3% light Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A pointy cloth hat, very wizardly... This object's appearance was changed to Plumpkin Daper: Head 4. |
| On hands | Glowtorrent the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 mind Damage when hit (Melee): 2 mind Changes resistances: +7% mind / +15% light Changes resistances penetration: +20% light / +20% mind Changes damage: +7% mind Light radius: +3 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +11 mind Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Radhytir [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +4 Wil Changes resistances: +3% light Changes damage: +3% mind Blindness immunity: +20% Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Suntickler the copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 69% Changes stats: +3 Cun Changes resistances: +6% acid / +3% nature Changes damage: +3% mind Light radius: +3 Curse of Shrouds Rings make your fingers look great! |
| On fingers | Tarrochik the Demonwaker (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +12% lightning Changes resistances penetration: +5% darkness Changes damage: +6% light / +3% darkness Physical save: +3 (+2 eff.) Life regen: +4.00 Mindpower: +6 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | RagalinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +5 Cun Changes resistances cap: +4% all Critical mult.: +15.00% Physical save: +11 (+6 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +25 (+6 eff.) Amulets make your neck look great! |
| In main hand | vined mindstar 'Scaldblack' (Shrouds) (4-5 power, 29 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 84% Wil, 50% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +29 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Cun Changes resistances: +3% blight Changes resistances penetration: +15% fire Changes damage: +4% nature / +6% temporal Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mental save: +3 (+1 eff.) Disease immunity: +11% Maximum psi: +18.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% 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. This object's appearance was changed to Plumpkin Daper: Severed Head Weapon 4. |
| Around waist | Rope Belt of the Thaloren (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent category bonus: +0.20 Wild-gift Talent mastery: +0.20 Wild-gift / Harmony Mental save: +15 (+4 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +15% Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | wrathful thorny mindstar of gales (Nightmares) (7-8 power, 38 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 84% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +38 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +14 (+4 eff.) Changes damage: +4% lightning / +8% cold / +6% physical Talent granted: +1 Attune Mindstar Pinning immunity: +19% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +8% 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. This object's appearance was changed to Plumpkin Daper: Severed Head Weapon 4. |
| Cloak | Chargesorrow the linen cloak (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% nature Changes resistances penetration: +5% lightning Spell save: +3 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +34.00 Healing mod.: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
| Main armor | mindwoven cashmere robe of the mind (+10%) (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% mind / +11% all Changes damage: +10% mind Mental save: +15 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Plumpkin Daper: Robe 1. |
Inventory
wild infusion of the psychic (res 35%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 140 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (524.18 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 555.63 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 4.2 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 473 (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. |
grounding steel amulet of mastery (0.10 Cursed / Fears)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.10 Cursed / Fears Stun/Freeze immunity: +22% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% light / +12% darkness Blindness immunity: +22% Amulets make your neck look great! |
warrior's steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% physical Stamina each turn: +0.40 Amulets make your neck look great! |
Eremokan the FlowerblowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% * 20 arcane resource burn * 20% chance to reduce damage dealt by 32% Changes resistances: +6% lightning / +28% cold / +3% light Changes damage: +14% cold Rings make your fingers look great! |
Glorura the Airraider (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +8 (+4 eff.) Armour: +6 Defense: +20 (+6 eff.) Damage when hit (Melee): 6 blight Changes stats: +8 Str / +2 Mag / +9 Con Changes resistances penetration: +20% lightning Critical mult.: +15.00% Spellpower: +10 (+10 eff.) Curse of Corpses Rings make your fingers look great! |
Murkpride the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +5 Cun Changes resistances: +3% nature Changes resistances penetration: +5% mind / +5% nature Critical mult.: +20.00% Mental crit. chance: +2% Rings make your fingers look great! |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
gold ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +3.00 Curse of Madness Rings make your fingers look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +28.00 Rings make your fingers look great! |
treant's gold ring of clarity (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +8% blight Mental save: +7 (+2 eff.) Poison immunity: +18% Disease immunity: +15% Confusion immunity: +26% Curse of Nightmares Rings make your fingers look great! |
Spelldrinker (Shrouds) (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (Shrouds) (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Curse of Shrouds Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
thorny mindstar 'Ararekira' (Corpses) (9-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +5 Wil Changes damage: +15% arcane / +6% mind Talent granted: +1 Attune Mindstar Mental save: +14 (+3 eff.) Maximum psi: +27.00 Mindpower: +26 (+7 eff.) Mental crit. chance: +9% 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. |
Plague-Fire Sceptre (Nightmares) (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+19 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Nightmares It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Rhayadil the rough leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +4 Cun / +2 Wil Stealth bonus: +6 Mental save: +18 (+4 eff.) Maximum hate: +6.00 Mindpower: +10 (+3 eff.) Curse of Madness A belt that goes around your waist. |
Brightwitch (Madness) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 69% Changes stats: +5 Mag / +5 Wil Changes resistances: +7% all Changes resistances penetration: +20% mind / +5% light Mana each turn: +0.12 Psi each turn: +0.10 Light radius: +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Halochik the woollen robe (Corpses) (0 def, 2 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Con Changes resistances: +3% acid / +12% fire / +21% cold / +9% mind / +9% all Changes resistances penetration: +6% mind Changes damage: +14% cold / +7% nature / +7% mind Physical save: +3 (+2 eff.) Poison immunity: +22% Disease immunity: +31% Psi each turn: +0.40 Maximum psi: +16.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layemina (Nightmares) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% acid / +14% mind / +9% all Changes damage: +14% mind / +24% arcane Spellpower: +10 (+10 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
mindwoven linen robe of nature (+15%) (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature / +7% all Changes damage: +10% nature Mental save: +16 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Cyrolaith' (Madness) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +15 (+12 eff.) Physical crit. chance: +7.0% Defense: +10 (+3 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +5% arcane / +16% mind / +9% all Changes damage: +16% mind Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Chargeidol' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +7% physical Critical mult.: +20.00% Mental save: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Yarorek' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +1 Wil / +2 Cun Changes resistances: +3% acid / +9% cold Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +1 Curse of Shrouds A pair of boots made of leather. |
Elowe the rough leather gloves (Nightmares) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes resistances penetration: +5% mind Changes damage: +4% lightning / +9% arcane Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+5 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6 lightning Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 9.5 - 10.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of butchering (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +8 Physical power: +6 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +11% blight Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 15% chance to slow global speed by 69% * 12% chance to reduce armor by 13% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Gekira the Raindeath (Corpses) (2 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +4 Cun / +6 Con Changes resistances: +10% blight / +8% nature / +6% lightning Changes damage: +6% cold Reduces incoming crit damage: 15.00% Curse of Corpses A pointy cloth hat, very wizardly... |
Gloomsorrow the cashmere wizard hat (Misfortune) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Changes resistances: +6% darkness / +24% fire Changes damage: +12% darkness / +16% fire Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Mindpower: +5 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of knowledge (Shrouds) (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +9 Wil Physical save: +7 (+4 eff.) Mindpower: +4 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
3 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. |
695 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. |
4 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Demonfury the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Critical mult.: +15.00% Hate when firing a critical mind attack: +4.00 Maximum life: +46.00 Maximum hate: +4.00 Mental crit. chance: +1% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
IceclamorInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +3 Armour: +2 Changes resistances: +9% cold Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 239/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Issodunatar' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Changes stats: +3 Dex Infravision radius: +3 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: * Heal for 31. * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 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. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Nadir de Nacht the Thalore Doomed level 37
11st Dusk 124th year of Ascendancy at 05:16 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nadir de Nacht the Thalore Doomed level 28
4th Flare 123rd year of Ascendancy at 20:45 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Nadir de Nacht the Thalore Doomed level 35
6th Flare 124th year of Ascendancy at 05:01 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Nadir de Nacht the Thalore Doomed level 17
52nd Haze 122nd year of Ascendancy at 09:39 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Nadir de Nacht the Thalore Doomed level 34
4th Flare 124th year of Ascendancy at 21:50 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nadir de Nacht the Thalore Doomed level 14
31st Haze 122nd year of Ascendancy at 02:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Nadir de Nacht the Thalore Doomed level 34
3rd Flare 124th year of Ascendancy at 10:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Nadir de Nacht the Thalore Doomed level 22
24th Pyre 123rd year of Ascendancy at 08:41 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nadir de Nacht the Thalore Doomed level 25
62nd Pyre 123rd year of Ascendancy at 18:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nadir de Nacht the Thalore Doomed level 28
4th Flare 123rd year of Ascendancy at 20:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nadir de Nacht the Thalore Doomed level 10
30th Dusk 122nd year of Ascendancy at 03:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nadir de Nacht the Thalore Doomed level 20
2nd Decay 122nd year of Ascendancy at 15:22 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Nadir de Nacht the Thalore Doomed level 30
66th Pyre 124th year of Ascendancy at 11:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Nadir de Nacht the Thalore Doomed level 22
54th Regrowth 123rd year of Ascendancy at 04:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Nadir de Nacht the Thalore Doomed level 34
5th Flare 124th year of Ascendancy at 11:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Nadir de Nacht the Thalore Doomed level 26
3rd Mirth 123rd year of Ascendancy at 21:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nadir de Nacht the Thalore Doomed level 6
4th Flare 122nd year of Ascendancy at 14:05 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Nadir de Nacht the Thalore Doomed level 28
4th Flare 123rd year of Ascendancy at 20:45 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Nadir de Nacht the Thalore Doomed level 29
37th Dusk 123rd year of Ascendancy at 01:08 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nadir de Nacht the Thalore Doomed level 22
25th Pyre 123rd year of Ascendancy at 01:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Nadir de Nacht the Thalore Doomed level 9
14th Dusk 122nd year of Ascendancy at 22:46 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Nadir de Nacht the Thalore Doomed level 26
4th Mirth 123rd year of Ascendancy at 04:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nadir de Nacht the Thalore Doomed level 17
46th Haze 122nd year of Ascendancy at 09:16 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Nadir de Nacht the Thalore Doomed level 34
5th Flare 124th year of Ascendancy at 11:13 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 2.89 gold from the transmogrification of sapper's dwarven-steel pickaxe (dig speed 23 turns).
You gain 17.50 gold from the transmogrification of Lunar Shield (Shrouds) (0 def, 20 armour, 250 block).
You gain 7.91 gold from the transmogrification of searing reinforced leather armour of Toknor (Nightmares) (12 def, 7 armour).
You gain 8.60 gold from the transmogrification of radiant voratun mail armour of command (Misfortune) (15 def, 15 armour).
You gain 4.71 gold from the transmogrification of radiant stralite mail armour of stability (Shrouds) (4 def, 8 armour).
You gain 10.30 gold from the transmogrification of enlightening stralite mail armour of delving (Madness) (4 def, 8 armour).
You gain 5.96 gold from the transmogrification of mindcaging dwarven-steel helm of the depths (Nightmares) (0 def, 4 armour).
You gain 25.00 gold from the transmogrification of Storm Bringer's Gauntlets (Shrouds) (0 def, 5 armour).
You gain 6.88 gold from the transmogrification of stormwoven cashmere robe (Shrouds) (0 def, 0 armour).
You gain 6.15 gold from the transmogrification of mindwoven silk robe of alchemy (Corpses) (0 def, 0 armour).
You gain 8.44 gold from the transmogrification of shimmering elven-wood magestaff of channeling (Shrouds) (25-30 power, 5 apr, lightning element).
You gain 8.26 gold from the transmogrification of magewarrior's short yew magestaff of might (Shrouds) (20-24 power, 4 apr, cold element).
You gain 5.81 gold from the transmogrification of acidic voratun longsword of ruin (Nightmares) (44-61 power, 6 apr).
You gain 7.55 gold from the transmogrification of stormbringer's stralite dagger (Nightmares) (28-37 power, 9 apr).
You gain 3.77 gold from the transmogrification of chilling stralite dagger of phasing (Madness) (30-38 power, 17 apr).
You gain 3.50 gold from the transmogrification of quick stralite battleaxe of massacre (Misfortune) (50-76 power, 3 apr).
You gain 9.06 gold from the transmogrification of elemental voratun battleaxe of rage (Shrouds) (57-86 power, 4 apr).
There is a teleportation circle to the surface 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.























































































































