Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 20 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 9 on the 1st Summertide 122nd year of Ascendancy at 11:35 0 / 6Killed by Zubena the minotaur at level 11 on the 6th Flare 122nd year of Ascendancy at 14:30 Killed by orc necromancer at level 11 on the 10th Flare 122nd year of Ascendancy at 01:10 Killed by oozing horror at level 14 on the 10th Dusk 122nd year of Ascendancy at 17:39 Killed by Weirdling Beast at level 14 on the 11st Dusk 122nd year of Ascendancy at 11:27 Killed by Polevea the snow giant chieftain at level 20 on the 41st Haze 122nd year of Ascendancy at 19:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 48) |
| Dexterity | 28 (base 11) |
| Constitution | 22 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 58 (base 43) |
| Cunning | 23 (base 10) |
Resources
| Life | -21/498 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.2 |
| Regeneration | 0.48000000000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.664428434787% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 59 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.9 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Nature | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 31.55 |
| Ranged Defense | 38.05 |
| Fatigue | 24 |
| Physical Save | 44.9 |
| Spell Save | 30.025 |
| Mental Save | 43.65 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 20%( 72%) |
| Cold | + 31%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 58%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 25%( 82%) |
| Fire | + 46%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Fear Resistance | 15% |
| Stun Resistance | 35% |
| Knockback Resistance | 15% |
| Confusion Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 45). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 90) for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: dragon / cold with 35% effectiveness. Kills: 4 / 5 kills, Damage: +2% / +5%, Attack: +1 / +2, Stun: -- / 1.1%, Outmaneuver: 1.4% / 3.5% Predator |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | You gain 9% resistance against lightning. Resolve |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 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 mimicking a previous victim. (+1 Strength, +1 Dexterity, +1 Magic, +1 Willpower, +0 Cunning, +1 Constitution) Mimic |
| beneficial effect | Mayhem and destruction seem to follow you. Level 3 Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -2 Luck, +5 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 3, Cursed Aura Curse of Shrouds 3Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Level 1: Nightwalker: +12 Darkness Resistance, +12% Max Darkness Resistance, +8 See Invisible Level 2: -2 Luck, +5 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 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. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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 have explored the Heart of the Gloom and slain the Withering Thing. | 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 39. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. 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 bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xerama (0 def, 1 armour) (Madness) Xerama (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +4% physical Maximum encumbrance: +100 Curse of Madness A pair of boots made of leather. |
| Light source | Blazestreak BlazestreakInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% acid / +30% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | archer's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) (Corpses) archer's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 Armour penetration: +5 Armour: +2 Changes stats: +2 Cun / +5 Dex Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | warded dwarven-steel torque of mindblast [power 147] (2/6 cooldown) warded dwarven-steel torque of mindblast [power 147] (2/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a beam (dam 74-147), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Mental save: +5 Confusion immunity: +26% Rings can have magical properties. |
| Around neck | grounding steel amulet of mastery (0.10 Technique / Combat training) grounding steel amulet of mastery (0.10 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Technique / Combat training Stun/Freeze immunity: +20% Amulets can have magical properties. |
| In main hand | voratun waraxe 'Murkpain' (48.5-67.9 power, 6 apr) (Madness) voratun waraxe 'Murkpain' (48.5-67.9 power, 6 apr) (Madness)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +10 insidious poison Burst (radius 1) on hit: +12 acid Damage conversion: 44% ice When wielded/worn: Accuracy: +10 Armour: +9 Defense: +10 Changes resistances penetration: +10% cold Curse of Madness One-handed war axes. |
| Around waist | hardened leather belt 'Undeathgore' (Shrouds) hardened leather belt 'Undeathgore' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 nature Changes resistances: +7% fire / +7% cold / +9% nature Physical save: +15 Curse of Shrouds A belt that goes around your waist. |
| In off hand | spellplated steel shield of lightning resistance (+17%) (6 def, 2 armour, 42 block) (Misfortune) spellplated steel shield of lightning resistance (+17%) (6 def, 2 armour, 42 block) (Misfortune)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +17% lightning Talent granted: +2 Block Spell save: +6 Mental save: +7 Curse of Misfortune Handheld deflection devices |
| Cloak | enveloping linen cloak of stability (6 def, 0 armour) (Nightmares) enveloping linen cloak of stability (6 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 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. |
| Main armor | cured leather armour of the sky (4 def, 4 armour) (Misfortune) cured leather armour of the sky (4 def, 4 armour) (Misfortune)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +7% Changes stats: +3 Dex Changes resistances: +14% lightning / +12% cold Curse of Misfortune A suit of armour made of leather. |
Inventory
titan's sun infusion (rad 6; power 47; turns 5; dispells darkness) titan's sun infusion (rad 6; power 47; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's wild infusion (resist 14%; cure magical) titan's wild infusion (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's insidious poison infusion (30 nature damage, 21% healing reduction) warrior's insidious poison infusion (30 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.29 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. 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 ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earugund EarugundPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 acid Changes resistances penetration: +20% blight Spellpower: +14 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
anchoring steel amulet of mastery (0.11 Cursed / Fears) anchoring steel amulet of mastery (0.11 Cursed / Fears)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Cursed / Fears Knockback immunity: +21% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +6 Rings can have magical properties. |
sneakthief's steel ring of frost (+20%) sneakthief's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
treant's steel ring of physical power treant's steel ring of physical power Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes resistances: +5% nature Physical save: +6 Poison immunity: +10% Disease immunity: +12% Rings can have magical properties. |
Moon (30-39 power, 30 apr) (Misfortune) Moon (30-39 power, 30 apr) (Misfortune)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
balanced steel dagger of purging (11.5-14.95 power, 6 apr) (Misfortune) balanced steel dagger of purging (11.5-14.95 power, 6 apr) (Misfortune)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +4 nature When wielded/worn: Accuracy: +5 Defense: +6 Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger (9.5-12.35 power, 6 apr) (Corpses)hateful steel dagger (9.5-12.35 power, 6 apr) (Corpses) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 darkness Damage against: +9% Humanoid Curse of Corpses Sharp, short and deadly. |
huntsman's steel dagger of disruption (10.5-13.65 power, 6 apr) (Shrouds) huntsman's steel dagger of disruption (10.5-13.65 power, 6 apr) (Shrouds)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits: +4 nature Damage against: +9% Undead / +6% Construct / +8% Animal Curse of Shrouds Sharp, short and deadly. |
insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) (Nightmares) insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +8 insidious poison Curse of Nightmares Sharp, short and deadly. |
Spellcrusher (28-42 power, 4 apr) (Corpses) Spellcrusher (28-42 power, 4 apr) (Corpses)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to shatter magical shields Damage when this weapon hits: +20 nature When wielded/worn: Changes damage: +10% nature Spell save: +10 Curse of Corpses This large steel greatmaul has thick vines wrapped around the handle. |
Colaryem (45-72 power, 5 apr) (Madness) Colaryem (45-72 power, 5 apr) (Madness)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 200% When wielded/worn: Fatigue: -12% Changes stats: +5 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +40 Movement speed: +7% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (42-67.2 power, 4 apr) (Corpses) Genocide (42-67.2 power, 4 apr) (Corpses)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Surefire (Corpses) Surefire (Corpses)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Corpses It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Flashscar (12-16.8 power, 3 apr) (Shrouds) Flashscar (12-16.8 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Changes stats: +2 Wil Damage when the wearer is hit: 20 light Mindpower: +6 Curse of Shrouds Sharp, long, and deadly. |
Malokalthondur (6.5-9.1 power, 2 apr) (Misfortune) Malokalthondur (6.5-9.1 power, 2 apr) (Misfortune)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 manaburn When wielded/worn: Armour: +4 Changes resistances: +6% light / +12% blight Curse of Misfortune Sharp, long, and deadly. |
Yverariavena (10.5-14.7 power, 3 apr) (Shrouds) Yverariavena (10.5-14.7 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +21% acid Mental crit. chance: +4% Curse of Shrouds Sharp, long, and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares) Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 122.40 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of clarity (4.5-4.95 power, 18 apr, mind damage) (Misfortune)gifted vined mindstar of clarity (4.5-4.95 power, 18 apr, mind damage) (Misfortune) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +3 Maximum psi: +17.00 Mindpower: +5 Mental crit. chance: +2% 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. |
vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Corpses) vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Corpses)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +14.00 Mindpower: +2 Mental crit. chance: +2% 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. |
Kor's Fall (10-12 power, 0 apr, darkness damage) (Shrouds) Kor's Fall (10-12 power, 0 apr, darkness damage) (Shrouds)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% blight / +10% darkness / +10% fire Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Curse of Shrouds Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
cruel ash vilestaff of fate (15-18 power, 3 apr, acid damage) (Madness) cruel ash vilestaff of fate (15-18 power, 3 apr, acid damage) (Madness)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +2 Spell save: +2 Mental save: +2 Spellpower: +6 Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff of illumination (20-24 power, 4 apr, physical damage) (Misfortune)cruel yew starstaff of illumination (20-24 power, 4 apr, physical damage) (Misfortune) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 Spell crit. chance: +3% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
greater elm vilestaff (10-12 power, 2 apr, fire damage) (Corpses) greater elm vilestaff (10-12 power, 2 apr, fire damage) (Corpses)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% blight / +10% darkness / +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (16-22.4 power, 3 apr) (Misfortune) Skullcleaver (16-22.4 power, 3 apr) (Misfortune)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
balanced steel waraxe (14-19.6 power, 3 apr) (Nightmares) balanced steel waraxe (14-19.6 power, 3 apr) (Nightmares)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +9 Curse of Nightmares One-handed war axes. |
elemental steel waraxe of evisceration (9.5-13.3 power, 3 apr) (Shrouds) elemental steel waraxe of evisceration (9.5-13.3 power, 3 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.5 - 13.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Special effect when this weapon crits: wounds the target Damage conversion: 11% fire / 10% cold / 11% lightning / 12% acid When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Curse of Shrouds One-handed war axes. |
quick steel waraxe of purging (11.5-16.1 power, 3 apr) (Shrouds) quick steel waraxe of purging (11.5-16.1 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 90% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +9 nature When wielded/worn: Accuracy: +5 Changes stats: +1 Dex Curse of Shrouds One-handed war axes. |
Stormlash (15-16.5 power, 7 apr) (Shrouds) Stormlash (15-16.5 power, 7 apr) (Shrouds)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 15.0 - 16.5 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 Curse of Shrouds It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Hohor the Jetclash (3 def, 0 armour) (Misfortune) Hohor the Jetclash (3 def, 0 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +1 Dex / +3 Wil / +5 Cun Changes resistances penetration: +17% darkness Changes damage: +21% darkness Stealth bonus: +11 Mental crit. chance: +4% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) (Shrouds) Robe of Force (12 def, 8 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% Curse of Shrouds It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Viperumbra (0 def, 3 armour) (Corpses) Viperumbra (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 20 nature Changes resistances: +9% blight / +9% light 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. |
Flamewrought (0 def, 2 armour) (Corpses) Flamewrought (0 def, 2 armour) (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Corpses It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.65 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dragonslayer's rough leather cap of trickery (0 def, 1 armour) (Misfortune) dragonslayer's rough leather cap of trickery (0 def, 1 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex Changes resistances: +5% fire / +6% cold / +6% lightning / +5% acid Curse of Misfortune A cap made of leather. |
linen wizard hat of lightning (+16%) (1 def, 0 armour) (Misfortune) linen wizard hat of lightning (+16%) (1 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% lightning Changes damage: +11% lightning Curse of Misfortune A pointy cloth hat, very wizardly... |
miner's hardened leather cap of the depths (0 def, 6 armour) (Misfortune) miner's hardened leather cap of the depths (0 def, 6 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Allows you to breathe in: water Infravision radius: +1 Curse of Misfortune A cap made of leather. |
steel mail armour 'Arthoran' (2 def, 10 armour) (Misfortune) steel mail armour 'Arthoran' (2 def, 10 armour) (Misfortune)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +14% Changes resistances: +34% cold Mental save: +12 Silence immunity: +15% Curse of Misfortune A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) (Corpses) Eel-skin armour (10 def, 1 armour) (Corpses)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Corpses It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.08 to 129.23 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of resilience (3 def, 6 armour) (Nightmares)cleansing hardened leather armour of resilience (3 def, 6 armour) (Nightmares) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +11% nature / +10% blight Maximum life: +28.00 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of harmony (8 def, 2 armour, 83.5 block) (Madness)dwarven-steel shield of harmony (8 def, 2 armour, 83.5 block) (Madness) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +3 Block Curse of Madness It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 26 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
reinforced steel shield of deflection (11 def, 8 armour, 65 block) (Shrouds) reinforced steel shield of deflection (11 def, 8 armour, 65 block) (Shrouds)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +11 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Shrouds Handheld deflection devices |
enchanted quiver of yew arrows of crippling (10/10, 32.5-45.5 power, 10 apr) enchanted quiver of yew arrows of crippling (10/10, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +11.0% Capacity: 10 Turns elapse between self-loadings: 4 Special effect when this weapon crits: cripple the target When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
42 alchemist agate 42 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. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
flaming pouch of iron shots of crippling (12/12, 11-13.2 power, 1 apr) flaming pouch of iron shots of crippling (12/12, 11-13.2 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 11.0 - 13.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +9.0% Capacity: 12 Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +5 fire Shots are used with slings to pummel your foes to death. |
Chalirak of thorny skin [power 10] (2/20 cooldown) Chalirak of thorny skin [power 10] (2/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer is hit: 4 blight Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
5 amethyst 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% Gems can be sold for money or used in arcane rituals. |
3 quartz 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Tyric the Thalore Cursed level 14
24th Dusk 122nd year of Ascendancy at 00:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tyric the Thalore Cursed level 15
46th Dusk 122nd year of Ascendancy at 16:49 see stats
Exterminator
Killed 1000 creatures.By Tyric the Thalore Cursed level 15
71st Dusk 122nd year of Ascendancy at 14:50 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tyric the Thalore Cursed level 16
78th Dusk 122nd year of Ascendancy at 13:21 see stats
Level 10
Got a character to level 10.By Tyric the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 12:07 see stats
Level 20
Got a character to level 20.By Tyric the Thalore Cursed level 20
41st Haze 122nd year of Ascendancy at 19:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tyric the Thalore Cursed level 15
70th Dusk 122nd year of Ascendancy at 22:36 see stats
The Arena
Unlocked Arena mode.By Tyric the Thalore Cursed level 7
3rd Mirth 122nd year of Ascendancy at 07:45 see stats
The secret city
Discovered the truth about mages.By Tyric the Thalore Cursed level 10
1st Flare 122nd year of Ascendancy at 01:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tyric the Thalore Cursed level 16
76th Dusk 122nd year of Ascendancy at 20:58 see stats
Log
Snow giant thunderer hits Tyric for 5 cold damage.
Talent Harass Prey is ready to use.
Tyric is no longer writhing in agony.
Tyric uses Beckon.
Snow giant thunderer has been beckoned.
Tyric is no longer pinned.
Polevea the snow giant chieftain is weakened by the gloom.
You collect a new ingredient: snow giant kidney.
Tyric is invigorated by the attack!
Tyric hits snow giant thunderer for 23 cold, 36 physical damage (total 58.36).
Tyric killed snow giant thunderer!
Snow giant thunderer hits Tyric for 5 cold damage.
Polevea the snow giant chieftain recovers sight.
Polevea the snow giant chieftain uses Creeping Darkness.
Polevea the snow giant chieftain's mind surges with critical power!
Snow giant thunderer casts Lightning.
Your hatred grows even as your life fades! (+4 hate)
Tyric is invigorated by the attack!
Polevea the snow giant chieftain is dismayed!
Snow giant thunderer hits Tyric for 46 lightning damage.
Snow giant thunderer hits Polevea the snow giant chieftain for 35 lightning damage.
You pickup 1.08 gold pieces.
You pickup 1.22 gold pieces.
You pickup 1.01 gold pieces.
Polevea the snow giant chieftain uses Stun.
Your hatred grows even as your life fades! (+4 hate)
