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 Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 2044% |
Size | gargantuan |
Lifes / Deaths | Killed by skeleton master archer at level 2 on the 75th Pyre 122nd year of Ascendancy at 06:58 1 / 6Killed by skeleton master archer at level 2 on the 75th Pyre 122nd year of Ascendancy at 09:20 Killed by Emebeth the gloomy fox at level 10 on the 3rd Summertide 122nd year of Ascendancy at 00:58 Killed by Ce'Numira the sick treant at level 10 on the 3rd Summertide 122nd year of Ascendancy at 03:08 Killed by Eilinesenor the ungolmor at level 24 on the 55th Haze 122nd year of Ascendancy at 14:19 Killed by armoured skeleton warrior at level 25 on the 68th Haze 122nd year of Ascendancy at 18:45 |
Antimagic | Follower |
Primary Stats
Strength | 204.27273363053 (base 60) |
Dexterity | 74.545467261064 (base 32) |
Constitution | 60.545467261064 (base 10) |
Magic | 25.272733630532 (base 10) |
Willpower | 94.545467261063 (base 60) |
Cunning | 96.545467261063 (base 60) |
Resources
Life | 1793/1793 |
Hate | 17/100 |
Equilibrium | 50 |
Healing Factor | 0.91677885088696 |
Regeneration | 0.22919471272174 |
Speed
Mental | +25% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Invisible | 23.545467261063 |
Offense: Mainhand
Damage | 249 |
Accuracy | 81 |
Crit Chance | 62% |
APR | 18 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9.6666666666667 |
Crit Chance | 45% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 44% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Physical | +33% |
Acid | +23% |
Light | +44% |
Nature | +26% |
Mind | +38% |
Arcane | +45% |
Fire | +24% |
All | +14% |
Offense: Damage Penetration
Mind | +15% |
Acid | +25% |
Light | +20% |
Cold | +30% |
Blight | +10% |
Physical | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 83 (53.292302510663%) |
Defense | 88 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 57 |
Mental Save | 71 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 57%( 70%) |
Cold | + 49%( 70%) |
All | + 42%( 70%) |
Lightning | + 45%( 70%) |
Light | + 55%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 60%( 73%) |
Darkness | + 70%( 82%) |
Fire | + 61%( 70%) |
Mind | + 63%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Pinning Resistance | 100% |
Knockback Resistance | 50% |
Confusion Resistance | 68% |
Fear Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse 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 966 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 61% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 483 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Antimagic Shield |
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)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 (+31% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 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 75 mind and 62 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 128 Mind damage, and deal 106 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.3)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% 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 (+26% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 13%) for 4 turns. Power 1+: Nightwalker: +25 Darkness Resistance, +12% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 26% 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 26% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the lone alchemist from death by Porille the skeleton archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Poletira the fox. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Cunning by +5. | 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 +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by kursed. Escort: repented thief (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Shax 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: 2921. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of drakeskin leather boots 'Muckdream' (Nightmares) (0 def, 5 armour) pair of drakeskin leather boots 'Muckdream' (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +9 Str / +8 Dex / +5 Cun / +11 Con / +6 Lck Changes resistances: +21% acid Changes damage: +6% nature / +10% physical Stealth bonus: +13 Physical save: +16 (+4 eff.) Mental save: +20 (+5 eff.) Size category: +1 Curse of Nightmares A pair of boots made of leather. |
Light source | Chillresolve the alchemist's lamp Chillresolve the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +6.0% Physical power: +25 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +12% cold Maximum life: +51.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Blizzardnigh the voratun helm (Corpses) (10 def, 5 armour) Blizzardnigh the voratun helm (Corpses) (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +17 Str Changes resistances: +6% lightning / +21% acid Changes resistances penetration: +10% cold Curse of Corpses It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1892.3 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Scorpionspike the drakeskin leather gloves (Shrouds) (0 def, 11 armour) Scorpionspike the drakeskin leather gloves (Shrouds) (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +11 Damage (Melee): 14 physical Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances: +6% temporal / +3% light / +9% darkness Changes damage: +6% nature / +9% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +11.00% Spell save: +9 (+3 eff.) Disarm immunity: +32% Spell crit. chance: +14% Mental crit. chance: +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 | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 73% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | voratun ring 'Giligohek' (Shrouds) voratun ring 'Giligohek' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +16 Changes stats: +8 Str / +3 Dex / +9 Con Changes damage: +7% all Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +18 (+4 eff.) Vim when firing critical spell: +2.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +2% Mindpower: +15 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
On fingers | voratun ring 'Sepsissweep' (Corpses) voratun ring 'Sepsissweep' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 73% Changes resistances: +5% arcane Changes resistances penetration: +25% acid Changes damage: +9% acid / +31% arcane Critical mult.: +20.88% Physical save: +18 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +17 (+4 eff.) Mindpower: +25 (+5 eff.) Mental crit. chance: +3% Curse of Corpses Rings make your fingers look great! |
Around neck | Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.1 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 586.28 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | voratun longsword 'Chillenvy' (Misfortune) (41-57 power, 6 apr) voratun longsword 'Chillenvy' (Misfortune) (41-57 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +16 light Damage (radius 1) on hit: +4 cold Damage against: +30% Unnatural When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +7 Dex / +2 Mag Changes resistances penetration: +20% cold Changes damage: +6% light Infravision radius: +3 See invisible: +9 Combat speed: +10% Curse of Misfortune Sharp, long, and deadly. |
Around waist | hardened leather belt 'Poredhewe' (Shrouds) hardened leather belt 'Poredhewe' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +30 (+5 eff.) Armour: +12 Defense: +17 (+4 eff.) Changes stats: +5 Str Changes resistances penetration: +15% physical Stealth bonus: +11 Curse of Shrouds A belt that goes around your waist. |
In off hand | Summertide (Madness) (17 def, 15 armour, 52-62 power, 260 block) Summertide (Madness) (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 Curse of Madness It can be used to send out a range 7 beam, lighting its path and dealing 96.42 to 120.52 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | elven-silk cloak 'Blindwinter' (Corpses) (18 def, 7 armour) elven-silk cloak 'Blindwinter' (Corpses) (18 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +48 (+9 eff.) Armour penetration: +12 Armour: +7 Defense: +18 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 12 light Changes resistances: +9% blight Changes resistances penetration: +10% blight / +5% mind / +10% light Changes damage: +9% light / +9% mind Critical mult.: +30.00% Stealth bonus: +14 Physical save: +24 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +25 (+6 eff.) Maximum life: +104.00 Maximum stamina: +33.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Malogrim' (Nightmares) (28 def, 8 armour) drakeskin leather armour 'Malogrim' (Nightmares) (28 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +28 (+6 eff.) Fatigue: +8% Changes stats: +8 Str / +7 Dex / +5 Wil Changes resistances: +23% fire Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Light radius: +3 Infravision radius: +3 Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Nightmares A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 1236%; cd 18) movement infusion of the warrior (speed 1236%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1236% 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 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 the Rift (528.18 temporal damage, removed from time 4 turns) Rune of the Rift (528.18 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 (87% of a turn) Is: a spell Description: Inflicts 602.13 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Puretickler the stralite amulet Puretickler the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +4 Dex / +15 Mag Changes resistances penetration: +25% nature / +25% physical Amulets make your neck look great! |
Woewild WoewildPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +40 (+8 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex Changes resistances: +18% darkness Changes resistances penetration: +20% darkness Changes damage: +15% blight / +12% fire / +18% physical Critical mult.: +39.00% Stamina each turn: +4.04 Spellpower: +13 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
stralite amulet of perfection (0.30 Cursed / Cursed aura,0.30 Cunning / Scoundrel) stralite amulet of perfection (0.30 Cursed / Cursed aura,0.30 Cunning / Scoundrel)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.30 Cursed / Cursed aura +0.30 Cunning / Scoundrel Amulets make your neck look great! |
voratun amulet 'Dagebers' voratun amulet 'Dagebers'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Mag / +10 Wil / +1 Cun Changes resistances: +6% mind Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Blindness immunity: +79% Infravision radius: +19 Sight radius: +4 See invisible: +26 Amulets make your neck look great! |
voratun amulet 'Eilinura' voratun amulet 'Eilinura'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Str / +10 Dex / +4 Wil / +7 Cun / +10 Con Changes resistances: +18% acid / +3% temporal / +3% darkness / +9% blight / +6% cold / +7% arcane Mental save: +15 (+4 eff.) Confusion immunity: +23% Life regen: +5.00 Stamina each turn: +1.50 Mindpower: +12 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Shrouds) Inertial Twine (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mayurialaith the voratun ring (Misfortune) Mayurialaith the voratun ring (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +12% acid / +3% darkness / +3% fire / +40% nature / +6% lightning Changes resistances penetration: +15% mind Changes damage: +20% nature Spell save: +21 (+6 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Curse of Misfortune Rings make your fingers look great! |
Ring of Growth (Corpses) Ring of Growth (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich (Shrouds) Ring of the Archlich (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Shrouds This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War Master (Corpses) Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter (Corpses) Writhing Ring of the Hunter (Corpses)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! Curse of Corpses A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's stralite ring of perseverance (Shrouds) gladiator's stralite ring of perseverance (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +7 Str / +7 Con Stun/Freeze immunity: +24% Life regen: +2.00 Curse of Shrouds Rings make your fingers look great! |
gladiator's voratun ring of life (Misfortune) gladiator's voratun ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +5 Str / +8 Con Life regen: +14.00 Maximum life: +76.00 Healing mod.: +13% Curse of Misfortune Rings make your fingers look great! |
rogue's stralite ring of tenacity (Madness) rogue's stralite ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +9 Cun Disarm immunity: +32% Pinning immunity: +33% Knockback immunity: +35% Maximum life: +40.00 Curse of Madness Rings make your fingers look great! |
savage's voratun ring of life (Shrouds) savage's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +15 (+5 eff.) Life regen: +13.00 Maximum life: +87.00 Maximum stamina: +28.00 Healing mod.: +14% Curse of Shrouds Rings make your fingers look great! |
sneakthief's voratun ring of life (Shrouds) sneakthief's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +16.00 Maximum life: +64.00 Healing mod.: +17% Curse of Shrouds Rings make your fingers look great! |
solipsist's stralite ring (Shrouds) solipsist's stralite ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +12 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
stralite ring of misery (Corpses) stralite ring of misery (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 44 Damage (Melee): 17 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Damage (Ranged): 18 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
voratun fire opal ring voratun fire opal ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage (Melee): 27 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Damage (Ranged): 17 physical Changes stats: +8 Cun Changes damage: +10% all Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spell crit. chance: +5% Mental crit. chance: +5% 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! |
voratun fire opal ring voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Changes stats: +8 Str / +7 Con Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
The Gaping Maw (Nightmares) (72-108 power, 4 apr) The Gaping Maw (Nightmares) (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Nightmares This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Champion's Will (Misfortune) (67-107 power, 22 apr) Champion's Will (Misfortune) (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 14 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Misfortune It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Anmalice (Shrouds) (47-66 power, 20 apr) Anmalice (Shrouds) (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) Curse of Shrouds The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Butcher (Corpses) (48-67 power, 12 apr) Butcher (Corpses) (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Corpses Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Everpyre Blade (Corpses) (38-53 power, 10 apr) Everpyre Blade (Corpses) (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Corpses This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Perseverance (Shrouds) (31-43 power, 9 apr) Perseverance (Shrouds) (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+5 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Curse of Shrouds It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Amiharazor the Umbrawhisper (Shrouds) (46-65 power, 6 apr) Amiharazor the Umbrawhisper (Shrouds) (46-65 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Accuracy: +24 (+4 eff.) Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +2 Str / +7 Dex / +5 Mag / +11 Con Changes resistances penetration: +15% physical Disarm immunity: +28% Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Blunt and deadly. |
Erelehell (Shrouds) (59-83 power, 6 apr) Erelehell (Shrouds) (59-83 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Armour penetration: +30 Physical crit. chance: +13.0% Changes resistances: +9% fire Changes resistances penetration: +23% acid / +25% nature Changes damage: +6% mind / +12% temporal Critical mult.: +35.00% Pinning immunity: +26% Maximum life: +40.00 Mindpower: +39 (+8 eff.) Healing mod.: +10% Curse of Shrouds Blunt and deadly. |
Thunderfall (Nightmares) (50-70 power, 6 apr) Thunderfall (Nightmares) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Nightmares It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
stralite mace 'Sootransom' (Madness) (42-60 power, 5 apr) stralite mace 'Sootransom' (Madness) (42-60 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +29 lightning / +25 cold When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 35% Damage when hit (Melee): 10 darkness Changes resistances: +3% darkness Changes resistances penetration: +13% lightning / +13% cold Changes damage: +6% darkness / +6% fire Movement speed: +34% Curse of Madness Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Polibremina the Magmavenom (Misfortune) (50-70 power, 6 apr) Polibremina the Magmavenom (Misfortune) (50-70 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 6 light Changes damage: +3% fire Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% Light radius: +2 Curse of Misfortune One-handed war axes. |
Razorblade, the Cursed Waraxe (Corpses) (38-53 power, 16 apr) Razorblade, the Cursed Waraxe (Corpses) (38-53 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical Curse of Corpses This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
voratun waraxe 'Shadebright' (Shrouds) (42-59 power, 6 apr) voratun waraxe 'Shadebright' (Shrouds) (42-59 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 light / +15 cold Damage (radius 2) on crit: +20 darkness Damage against: +30% Undead When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce damage dealt by 35% Changes resistances penetration: +20% darkness / +10% lightning Changes damage: +6% darkness Curse of Shrouds One-handed war axes. |
Girdle of Preservation (Corpses) Girdle of Preservation (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% Curse of Corpses A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Icehash the drakeskin leather belt (Shrouds) Icehash the drakeskin leather belt (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 2 cold Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances: +12% lightning / +15% temporal / +6% arcane / +12% mind Changes damage: +9% mind / +12% cold Mental save: +15 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +15% Curse of Shrouds A belt that goes around your waist. |
Polyralaith (Corpses) (29 def, 0 armour) Polyralaith (Corpses) (29 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +29 (+6 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +9% acid / +19% fire / +19% light / +2% physical Stealth bonus: +11 Physical save: +11 (+3 eff.) Maximum life: +58.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Boots of the Hunter (Misfortune) (2 def, 12 armour) Boots of the Hunter (Misfortune) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Misfortune It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Sparksweep (Misfortune) (0 def, 5 armour) Sparksweep (Misfortune) (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +3 Mag / +4 Wil / +15 Lck Changes resistances: +6% lightning / +4% physical / +9% light Stealth bonus: +14 Mental save: +3 (+1 eff.) Teleport immunity: +10% Life regen: +8.00 Maximum life: +20.00 Healing mod.: +15% Curse of Misfortune It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Unbreakable Greaves (Madness) (8 def, 20 armour) Unbreakable Greaves (Madness) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Snow Giant Wraps (Shrouds) (0 def, 2 armour) Snow Giant Wraps (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 413.56 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour) Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Curse of Nightmares It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 4.5 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 362.42 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Runydunanik (Shrouds) (12 def, 5 armour) Runydunanik (Shrouds) (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Wil / +10 Cun / +5 Con Changes damage: +12% blight Critical mult.: +15.00% Physical save: +38 (+8 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.9 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 27 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (Shrouds) (10 def, 14 armour) Chromatic Harness (Shrouds) (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Shrouds This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (Nightmares) (10 def, 18 armour) Scale Mail of Kroltar (Nightmares) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Nightmares It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 70.65 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Infernostalker the steel plate armour (Misfortune) (6 def, 16 armour) Infernostalker the steel plate armour (Misfortune) (6 def, 16 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +6 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 2 light / 6 fire Changes stats: +2 Cun Changes resistances: +7% acid / +8% cold Changes resistances penetration: +5% fire Allows you to breathe in: water Mental save: +12 (+3 eff.) Maximum life: +22.00 Light radius: +1 Curse of Misfortune A suit of armour made of metal plates. |
Plate of the Blackened Mind (Corpses) (15 def, 40 armour) Plate of the Blackened Mind (Corpses) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Corpses It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 20 Armour, 30 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Belethra the dwarven-steel shield (Nightmares) (0 def, 6 armour, 27-32 power, 75.5 block) Belethra the dwarven-steel shield (Nightmares) (0 def, 6 armour, 27-32 power, 75.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 On weapon hit: * 17% chance to reduce armor by 15% Damage (Melee): +10 cold When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 1 acid On shield block: * Deals 261 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Str / +7 Dex / +3 Wil Changes resistances: +11% cold Talent granted: +1 Block Blindness immunity: +20% Disease immunity: +20% Curse of Nightmares Handheld deflection devices. |
Blightstopper (Misfortune) (18 def, 12 armour, 52-62 power, 240 block) Blightstopper (Misfortune) (18 def, 12 armour, 52-62 power, 240 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+7 eff.) Disease immunity: +60% Curse of Misfortune It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Strikemortal (Corpses) (0 def, 13 armour, 67-80 power, 243.5 block) Strikemortal (Corpses) (0 def, 13 armour, 67-80 power, 243.5 block)Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +244 Damage (Melee): +4 lightning When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +13 Fatigue: +8% Effects on melee hit: * 16 arcane resource burn Damage (Melee): 25 acid / 14 nature Effects when hit in melee: * 10 arcane resource burn Changes stats: +13 Str / +13 Dex / +7 Con Changes resistances: +16% acid / +30% cold / +15% nature / +9% lightning Talent granted: +1 Block Blindness immunity: +20% Knockback immunity: +21% Maximum life: +80.00 Curse of Corpses Handheld deflection devices. |
Temporal Rift (Shrouds) (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (Shrouds) (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Curse of Shrouds Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
living voratun shield of crushing (Nightmares) (0 def, 10 armour, 76-91 power, 204 block) living voratun shield of crushing (Nightmares) (0 def, 10 armour, 76-91 power, 204 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.0 - 91.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 nature When wielded/worn: Physical crit. chance: +14.0% Physical power: +8 (+1 eff.) Armour: +10 Fatigue: +8% Changes resistances: +16% nature / +14% blight Talent granted: +1 Block Maximum life: +65.00 Curse of Nightmares Handheld deflection devices. |
voratun shield 'Voreserin' (Nightmares) (20 def, 10 armour, 78-94 power, 239.5 block) voratun shield 'Voreserin' (Nightmares) (20 def, 10 armour, 78-94 power, 239.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +240 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 nature / +17 light / +17 darkness When wielded/worn: Physical crit. chance: +8.0% Physical power: +14 (+2 eff.) Armour: +10 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +8 Cun / +10 Mag Changes resistances: +18% blight / +24% nature / +17% light / +16% darkness Changes damage: +18% light / +20% darkness Talent granted: +1 Block Spell save: +9 (+3 eff.) Life regen: +4.00 Maximum life: +95.00 Curse of Nightmares Handheld deflection devices. |
5 agate 5 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. |
1604 alchemist agate 1604 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. |
5 onyx 5 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Disease immunity: +15% When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
voratun pickaxe 'Falichak' (dig speed 22 turns) voratun pickaxe 'Falichak' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: -9% Changes stats: +7 Str / +5 Dex Changes resistances: +6% acid / +8% physical Changes resistances penetration: +15% mind Critical mult.: +5.00% Psi when hit: +0.20 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 emerald 7 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. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Cyrithra' dwarven lantern 'Cyrithra'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +3% blight / +16% cold / +3% darkness / +29% temporal Physical save: +20 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +35 (+9 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Light radius: +5 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
56 alchemist bloodstone 56 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 bloodstone 15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 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. |
5 garnet 5 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. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire 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 after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By kursed the Krog Cursed level 38
55th Regrowth 123rd year of Ascendancy at 02:44 see stats
By kursed the Krog Cursed level 50
23rd Dusk 123rd year of Ascendancy at 17:20 see stats
By kursed the Krog Cursed level 38
53rd Regrowth 123rd year of Ascendancy at 10:25 see stats
By kursed the Krog Cursed level 47
1st Summertide 123rd year of Ascendancy at 01:58 see stats
By kursed the Krog Cursed level 42
67th Regrowth 123rd year of Ascendancy at 10:10 see stats
By kursed the Krog Cursed level 47
37th Pyre 123rd year of Ascendancy at 04:52 see stats
By kursed the Krog Cursed level 41
62nd Regrowth 123rd year of Ascendancy at 22:35 see stats
By kursed the Krog Cursed level 45
31st Pyre 123rd year of Ascendancy at 21:06 see stats
By kursed the Krog Cursed level 40
60th Regrowth 123rd year of Ascendancy at 05:31 see stats
By kursed the Krog Cursed level 32
37th Regrowth 123rd year of Ascendancy at 07:47 see stats
By kursed the Krog Cursed level 20
73rd Dusk 122nd year of Ascendancy at 08:13 see stats
By kursed the Krog Cursed level 50
21st Haze 123rd year of Ascendancy at 23:15 see stats
By kursed the Krog Cursed level 20
72nd Dusk 122nd year of Ascendancy at 00:56 see stats
By kursed the Krog Cursed level 27
8th Allure 123rd year of Ascendancy at 22:44 see stats
By kursed the Krog Cursed level 20
71st Dusk 122nd year of Ascendancy at 16:55 see stats
By kursed the Krog Cursed level 50
18th Haze 123rd year of Ascendancy at 15:53 see stats
By kursed the Krog Cursed level 28
11st Regrowth 123rd year of Ascendancy at 06:09 see stats
By kursed the Krog Cursed level 43
67th Regrowth 123rd year of Ascendancy at 16:18 see stats
By kursed the Krog Cursed level 38
56th Regrowth 123rd year of Ascendancy at 11:17 see stats
By kursed the Krog Cursed level 10
6th Mirth 122nd year of Ascendancy at 20:44 see stats
By kursed the Krog Cursed level 20
71st Dusk 122nd year of Ascendancy at 12:12 see stats
By kursed the Krog Cursed level 30
25th Regrowth 123rd year of Ascendancy at 01:32 see stats
By kursed the Krog Cursed level 40
60th Regrowth 123rd year of Ascendancy at 00:16 see stats
By kursed the Krog Cursed level 50
18th Dusk 123rd year of Ascendancy at 19:45 see stats
By kursed the Krog Cursed level 50
64th Dusk 123rd year of Ascendancy at 19:11 see stats
By kursed the Krog Cursed level 50
19th Haze 123rd year of Ascendancy at 15:58 see stats
By kursed the Krog Cursed level 19
67th Dusk 122nd year of Ascendancy at 16:32 see stats
By kursed the Krog Cursed level 50
18th Dusk 123rd year of Ascendancy at 21:47 see stats
By kursed the Krog Cursed level 45
2nd Pyre 123rd year of Ascendancy at 17:22 see stats
By kursed the Krog Cursed level 25
68th Haze 122nd year of Ascendancy at 16:48 see stats
By kursed the Krog Cursed level 40
60th Regrowth 123rd year of Ascendancy at 06:33 see stats
By kursed the Krog Cursed level 50
21st Haze 123rd year of Ascendancy at 23:14 see stats
By kursed the Krog Cursed level 9
3rd Mirth 122nd year of Ascendancy at 20:29 see stats
By kursed the Krog Cursed level 50
64th Dusk 123rd year of Ascendancy at 19:16 see stats
By kursed the Krog Cursed level 26
71st Haze 122nd year of Ascendancy at 05:59 see stats
By kursed the Krog Cursed level 24
55th Haze 122nd year of Ascendancy at 07:01 see stats
By kursed the Krog Cursed level 50
21st Haze 123rd year of Ascendancy at 23:15 see stats
By kursed the Krog Cursed level 47
13rd Dusk 123rd year of Ascendancy at 08:01 see stats
By kursed the Krog Cursed level 45
8th Pyre 123rd year of Ascendancy at 06:00 see stats
By kursed the Krog Cursed level 24
54th Haze 122nd year of Ascendancy at 10:40 see stats
By kursed the Krog Cursed level 23
48th Haze 122nd year of Ascendancy at 17:46 see stats
By kursed the Krog Cursed level 15
6th Dusk 122nd year of Ascendancy at 13:15 see stats
By kursed the Krog Cursed level 36
52nd Regrowth 123rd year of Ascendancy at 02:41 see stats
Log
Mindrot hits Training Dummy for 44 mind, 37 darkness (81 total damage).
kursed performs a melee critical strike against Training Dummy!
kursed hits Training Dummy for 1938 physical, 23 light, 53 physical, 5 cold (2018 total damage).
Training Dummy is no longer harassed.
Bleeding from Kursed hits Training Dummy for 1227 physical damage.
kursed hits Training Dummy for 46 darkness, 55 mind (101 total damage).
Training Dummy moves reluctantly!
Kursed's mind surges with critical power!
Mindrot hits Training Dummy for 44 mind, 37 darkness (81 total damage).
Training Dummy speeds up.
Training Dummy recovers sight.
Training Dummy overcomes the gloom
Bleeding from Kursed hits Training Dummy for 1227 physical damage.
Training Dummy is surrounded by a cursed miasma.
kursed hits Training Dummy for 46 darkness, 55 mind (101 total damage).
Training Dummy briefly catches sight of you!
Bleeding from Kursed hits Training Dummy for 1227 physical damage.
kursed hits Training Dummy for 46 darkness, 55 mind (101 total damage).
Talent Harass Prey is ready to use.
The cursed miasma around Training Dummy dissipates.
Training Dummy stops bleeding.
Training Dummy is no longer being stalked by kursed.
Talent Blindside is ready to use.
Talent Dominate is ready to use.