







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 33 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Islovena the rattlesnake at level 24 on the 40th Pyre 123rd year of Ascendancy at 21:06 / 1 |
Primary Stats
| Strength | 20.272733630532 (base 10) |
| Dexterity | 23.545467261063 (base 10) |
| Constitution | 48.545467261064 (base 21) |
| Magic | 21.272733630532 (base 10) |
| Willpower | 110.54546726106 (base 60) |
| Cunning | 109.54546726106 (base 60) |
Resources
| Life | 736/736 |
| Hate | 15/100 |
| Equilibrium | 18 |
| Healing Factor | 1.2138955155376 |
| Regeneration | 17.29801109641 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 15 |
| See Invisible | 35.545467261064 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 55 |
| Crit Chance | 42% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 55 |
| Crit Chance | 44% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Physical | +17% |
| Cold | +37% |
| All | +8% |
| Darkness | +17% |
| Temporal | +20% |
| Mind | +27% |
| Lightning | +31% |
| Fire | +14% |
| Nature | +28% |
Offense: Damage Penetration
| Cold | +10% |
| Darkness | +20% |
| Fire | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 39 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 50%( 74%) |
| Cold | + 52%( 70%) |
| All | + 47%( 70%) |
| Lightning | + 61%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 53%( 70%) |
| Darkness | + 78%( 78%) |
| Fire | + 43%( 70%) |
| Mind | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 51% |
| Fear Resistance | 28% |
| Blind Resistance | 100% |
| Silence Resistance | 0% |
| Bleed Resistance | 60% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse 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 348.34 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 906% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 50 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. |
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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Call Shadows |
| talent | Deflection |
| talent | Psiblades |
| talent | Shadows Empathy |
| talent | Shadow Decoy |
| 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 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% 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 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 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 68 mind and 63 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 109 Mind damage, and deal 101 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Bodily Fluid. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 109. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 | Borurab the pair of rough leather boots (Nightmares) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +6 Wil / +2 Cun Changes damage: +12% temporal Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A pair of boots made of leather. This object's appearance was changed to Boots of the Hunter. |
| Light source | Camyyafang the ShadowspikerInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Damage when hit (Melee): 2 cold Changes stats: +5 Wil / +1 Con Changes resistances: +5% blight / +15% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +3% cold Critical mult.: +14.00% Mental save: +5 (+1 eff.) Life regen: +5.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (Misfortune) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Misfortune It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. This object's appearance was changed to Un'fezan's Cap. |
| On hands | rough leather gloves 'Radhorerain' (Shrouds) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes stats: +1 Wil / +2 Con Changes resistances: +6% acid Changes damage: +4% acid Light radius: +1 See invisible: +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sunlore the ash wand of shielding [power 206] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +15% fire Changes damage: +6% fire Mental save: +18 (+4 eff.) It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Stun/Freeze immunity: +24% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | stralite amber ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +6 Cun / +8 Wil Changes damage: +8% all Spell crit. chance: +4% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Rings make your fingers look great! |
| Around neck | gold amulet 'Aerita'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 4 acid Changes stats: +5 Dex / +9 Cun / +10 Con Changes damage: +6% acid Critical mult.: +5.00% Cut immunity: +60% Life regen: +3.00 Stamina each turn: +0.50 Only die when reaching: -20.00 life Movement speed: +10% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 532 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Eye of Winter (Nightmares) (8-9 power, 35 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 95% Wil, 57% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. This object's appearance was changed to Invisible. |
| Around waist | Neira's Memory (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Nightmares It can be used to surround yourself with a magical shield (strength 153, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Bloomsoul (Misfortune) (8-9 power, 25 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 62 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. This object's appearance was changed to Invisible. |
| Cloak | spellcowled cashmere cloak of the voidstalker (Madness) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +13% darkness / +11% temporal Spell save: +7 (+2 eff.) Maximum mana: +44.00 Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
| Main armor | Eclipsethorn (Shrouds) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +26% lightning / +3% fire / +9% cold / +19% mind / +11% all Changes resistances penetration: +15% darkness Changes damage: +23% lightning / +9% physical / +6% darkness / +16% cold / +19% mind Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Medical Urgency Vest. |
Inventory
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 60; 17 cd) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 517; 16 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 517 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 550; 16 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 387; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Rune of the Rift (592.18 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 710.62 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. |
biting gale rune of the wizard (damage 275; dur 4; cd 21)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 direct a cone of chilling stormwind doing 275.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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. |
shatter afflictions rune of the titan (absorb 122; cd 16)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: 16 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 122 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 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. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the warrior (absorb 60; cd 19) 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: 19 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 60 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 Strength 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. |
shielding rune of the psychic (absorb 426; dur 4; cd 14)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 426 damage for 4 turns. 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. |
shielding rune of the sneak (absorb 477; dur 5; cd 15)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 477 damage for 5 turns. Its effects scale with your Cunning 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. |
stormshield rune of the wizard (threshold 0; blocks 3; dur 4; cd 15)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
serendipitous copper amulet of perfection (0.10 Cursed / Advanced shadowmancy,0.10 Cursed / One with shadows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+4 eff.) Changes stats: +6 Lck Talent masteries: +0.10 Cursed / One with shadows +0.10 Cursed / Advanced shadowmancy Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Hathugahek (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +2 Changes stats: +8 Cun / +6 Dex Changes resistances: +14% mind / +28% cold / +12% light / +9% nature Changes damage: +14% mind / +14% cold Stun/Freeze immunity: +10% Maximum life: +20.00 Curse of Corpses Rings make your fingers look great! |
Voryma the Glaremortal (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +6 Cun / +6 Wil Changes resistances: +12% light / +12% fire Changes resistances penetration: +10% light / +15% cold Changes damage: +6% light / +6% cold Mindpower: +8 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +12 (+7 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
gold onyx ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +11 Defense: +10 (+6 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
gold quartz ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +15% Disease immunity: +16% Stun/Freeze immunity: +30% Curse of Madness Rings make your fingers look great! |
gold ring 'Adena' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Damage (Melee): 16 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 41 Damage (Ranged): 10 physical Changes stats: +3 Cun / +7 Dex Changes resistances penetration: +10% physical Changes damage: +9% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
gold ring 'Tulimas' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +6 Str / +3 Dex Changes resistances: +5% arcane / +30% cold Changes damage: +15% cold Light radius: +3 Infravision radius: +3 Curse of Nightmares Rings make your fingers look great! |
marksman's gold ring of frost (+26%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Changes stats: +7 Dex Changes resistances: +26% cold Changes damage: +13% cold Curse of Madness Rings make your fingers look great! |
rogue's copper ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Madness Rings make your fingers look great! |
rogue's copper ring of sensing (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Curse of Misfortune Rings make your fingers look great! |
wizard's copper ring of perseverance (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Freezewitch the dwarven-steel greatmaul (Madness) (41-62 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 12 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +12 blight / +20 cold Damage (radius 2) on crit: +16 arcane When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% cold Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Salitira (Nightmares) (26-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +14 cold Damage (radius 2) on crit: +16 arcane When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% acid / +5% arcane / +12% blight Changes resistances penetration: +15% arcane Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.chilling stralite greatmaul (Shrouds) (52-77 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 cold Curse of Shrouds Massive two-handed mauls. |
Dayvile the yew longbow (Shrouds)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +8 acid / +30 nature When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +22 Changes stats: +5 Con Changes resistances: +6% light / +6% blight Changes resistances penetration: +20% acid / +5% blight / +20% nature / +12% all Changes damage: +6% light Talent mastery: +0.30 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 152 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Isilrama the Scorchrigor (Madness)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 lightning When wielded/worn: Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes resistances: +6% temporal Changes resistances penetration: +15% fire Changes damage: +14% lightning Mental save: +6 (+1 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
Arccrypt the thorny mindstar (Shrouds) (8-8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 arcane Damage (radius 1) on hit: +12 lightning When wielded/worn: Damage (Melee): 7 fire Damage when hit (Melee): 4 arcane / 6 lightning Changes resistances: +4% blight / +6% fire Changes resistances penetration: +5% arcane / +6% fire Changes damage: +9% fire / +4% nature / +3% arcane Talent granted: +1 Attune Mindstar Disease immunity: +16% Life regen: +0.60 Maximum life: +12.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +5% 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 item will automatically be transmogrified when you leave the level.Camifast the Searreek (Nightmares) (4-4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Damage (Melee): 5 mind / 6 darkness Damage when hit (Melee): 10 fire / 4 cold Changes resistances: +6% fire Changes resistances penetration: +15% light / +25% cold Changes damage: +6% fire / +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
creative pulsing mindstar of clarity (Misfortune) (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Mental save: +8 (+2 eff.) Maximum psi: +22.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Umbramaim the cured leather sling (Misfortune) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +3.0% Changes stats: +5 Str / +2 Dex / +5 Mag / +2 Cun Changes resistances: +6% darkness Light radius: +2 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
halfling hardened leather sling of piercing (Shrouds)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +7% all Changes damage: +10% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.lifebinding yew starstaff of protection (Shrouds) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +13 (+7 eff.) Spell crit. chance: +3% Healing mod.: +14% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff of breaching (Nightmares) (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Bleakblow' (Nightmares) (26-36 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage (Melee): +8 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+5 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +9% acid Disarm immunity: +25% Curse of Nightmares One-handed war axes. |
Frigidravager the hardened leather belt (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Wil Changes resistances penetration: +15% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Mana each turn: +0.12 Spellpower: +7 (+4 eff.) Curse of Nightmares A belt that goes around your waist. |
Icewolf the hardened leather belt (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +2 Cun Changes resistances: +6% mind Changes resistances penetration: +10% mind Critical mult.: +20.00% Physical save: +11 (+6 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Curse of Madness A belt that goes around your waist. |
Leleregofast (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +3 Con Changes resistances: +5% lightning / +6% temporal Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -20.00 life Curse of Shrouds A belt that goes around your waist. |
Saluthra the hardened leather belt (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +18% acid / +8% light / +8% darkness / +5% arcane Disarm immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +40.00 Curse of Madness A belt that goes around your waist. |
Hettaleg the Lightningoath (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% acid / +6% cold / +5% arcane Changes resistances penetration: +15% lightning Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (Corpses) (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+7 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+8 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Corpses This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level.Merak (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +17% temporal / +9% all Changes resistances penetration: +10% acid Changes damage: +17% temporal Mental save: +12 (+3 eff.) Poison immunity: +20% Disease immunity: +20% Maximum life: +100.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of light (+21%) (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +21% light / +13% all Changes damage: +14% light Spell save: +19 (+6 eff.) Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's cashmere robe of power (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all Changes damage: +7% darkness / +12% light / +8% all Spellpower: +18 (+9 eff.) Spell crit. chance: +6% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Warped Boots (Shrouds) (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+5 eff.) Curse of Shrouds It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 4.5 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 195.02 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
This item will automatically be transmogrified when you leave the level.steady hardened leather gloves of sorrow (Madness) (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +2 Effects on melee hit: * 15% chance to reduce all saves and defense by 41 Damage (Melee): 20 mind / 17 darkness Physical save: +7 (+4 eff.) Mental save: -6 (-2 eff.) Disarm immunity: +26% Mindpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcglamour the cashmere wizard hat (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Mag Changes resistances: +19% acid / +5% arcane / +9% lightning Changes resistances penetration: +25% arcane Changes damage: +13% acid Spell save: +8 (+3 eff.) Mana each turn: +1.60 Mana when hit: +1.30 Maximum mana: +52.00 Spellpower: +7 (+4 eff.) Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Ashwhisper the rough leather cap (Shrouds) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Damage when hit (Melee): 2 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +9% fire Changes resistances penetration: +25% acid Mindpower: +4 (+1 eff.) Curse of Shrouds A cap made of leather. |
Freezeward (Corpses) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes stats: +3 Cun / +2 Wil Changes resistances: +6% darkness / +5% arcane Changes damage: +3% cold Mindpower: +4 (+1 eff.) Curse of Corpses A cap made of leather. |
linen wizard hat 'Xadhelaith' (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +16% nature Changes damage: +11% nature Silence immunity: +20% Confusion immunity: +20% Only die when reaching: -20.00 life Healing mod.: +10% Curse of Madness A pointy cloth hat, very wizardly... |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
443 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. |
4 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 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xerotira (dig speed 30 turns) =THE ONE=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Poison immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +20% Life regen: +2.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Heatbender' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +2 Str / +2 Wil Changes damage: +12% mind Equilibrium when hit: +0.12 Mental crit. chance: +4% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BlazeworthInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +9% nature / +3% darkness / +5% arcane Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
Issondur the DarkbenderCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes stats: +4 Wil Changes resistances: +5% arcane Changes damage: +6% darkness Equilibrium when hit: +0.04 Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 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. |
UnlightbloomInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Changes stats: +2 Str / +4 Mag / +4 Wil / +2 Con Changes resistances: +9% darkness Critical mult.: +11.00% Light radius: +3 See invisible: +9 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. |
brass lantern 'Dayradiance'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature / 2 temporal Changes resistances: +6% light / +3% nature Changes resistances penetration: +10% light 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. |
brass lantern 'Mayinn'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +2 Dex / +4 Con Changes resistances: +6% fire Changes damage: +6% mind Reduces incoming crit damage: 5.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Galestun [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Changes resistances: +3% mind Changes damage: +18% lightning 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: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Tuyon the stralite torque of mindblast [power 290] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Str / +2 Wil / +3 Cun Changes resistances penetration: +15% mind Mindpower: +5 (+1 eff.) It can be used to blast the opponent's mind dealing 368 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of mindblast [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Malugorn' [power 110] (15 cooldown) =HEAL=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes damage: +6% mind Reduces incoming crit damage: 5.00% Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Ce'Nera the elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +6% darkness Knockback immunity: +10% Life regen: +4.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (151 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.focusing ash wand of conjuration [power 160] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 182 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
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. |
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. |
5 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 different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bodily Fluid the Cornac Doomed level 30
47th Haze 123rd year of Ascendancy at 04:53 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Bodily Fluid the Cornac Doomed level 31
6th Regrowth 124th year of Ascendancy at 12:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bodily Fluid the Cornac Doomed level 10
26th Haze 122nd year of Ascendancy at 23:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bodily Fluid the Cornac Doomed level 23
34th Pyre 123rd year of Ascendancy at 08:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bodily Fluid the Cornac Doomed level 29
1st Time of Equilibrium 123rd year of Ascendancy at 11:11 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Bodily Fluid the Cornac Doomed level 28
67th Dusk 123rd year of Ascendancy at 22:01 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bodily Fluid the Cornac Doomed level 30
47th Haze 123rd year of Ascendancy at 02:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bodily Fluid the Cornac Doomed level 10
26th Haze 122nd year of Ascendancy at 23:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bodily Fluid the Cornac Doomed level 20
61st Regrowth 123rd year of Ascendancy at 22:11 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bodily Fluid the Cornac Doomed level 30
45th Haze 123rd year of Ascendancy at 19:30 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Bodily Fluid the Cornac Doomed level 22
32nd Pyre 123rd year of Ascendancy at 06:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bodily Fluid the Cornac Doomed level 26
10th Flare 123rd year of Ascendancy at 11:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bodily Fluid the Cornac Doomed level 6
2nd Haze 122nd year of Ascendancy at 10:57 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Bodily Fluid the Cornac Doomed level 30
47th Haze 123rd year of Ascendancy at 04:53 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bodily Fluid the Cornac Doomed level 28
68th Dusk 123rd year of Ascendancy at 15:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bodily Fluid the Cornac Doomed level 6
4th Haze 122nd year of Ascendancy at 01:08 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Bodily Fluid the Cornac Doomed level 19
61st Regrowth 123rd year of Ascendancy at 00:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bodily Fluid the Cornac Doomed level 16
3rd Allure 123rd year of Ascendancy at 00:54 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Bodily Fluid the Cornac Doomed level 24
40th Pyre 123rd year of Ascendancy at 21:06 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.
Your summoned shadow disappears.
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.






























































































































