











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 39 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 10 on the 3rd Summertide 122nd year of Ascendancy at 04:30 0 / 8Killed by Smutecek at level 15 on the 27th Dusk 122nd year of Ascendancy at 11:53 Killed by Zoaumni the Bringer of Doom at level 15 on the 37th Dusk 122nd year of Ascendancy at 02:33 Killed by Smutecek at level 15 on the 46th Dusk 122nd year of Ascendancy at 07:38 Killed by Gawen the king cobra at level 15 on the 46th Dusk 122nd year of Ascendancy at 08:07 Killed by Adildamina the elven warrior at level 25 on the 19th Regrowth 123rd year of Ascendancy at 12:28 Killed by Doomed Shade of Smutecek at level 39 on the 2nd Decay 123rd year of Ascendancy at 09:13 Killed by Doomed Shade of Smutecek at level 39 on the 2nd Decay 123rd year of Ascendancy at 09:43 |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 15 (base 10) |
| Constitution | 47 (base 39) |
| Magic | 19 (base 10) |
| Willpower | 97 (base 60) |
| Cunning | 22.999999999999 (base 10) |
Resources
| Life | -111/1228 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.4623364354648 |
| Regeneration | 7.67726628619 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 35 |
| See Invisible | 34 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 71 |
| Crit Chance | 16% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 71 |
| Crit Chance | 18% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +30% |
| Cold | +12% |
| All | 0% |
| Darkness | +18% |
| Temporal | +6% |
| Mind | +15% |
| Lightning | +15% |
| Nature | +26% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +19% |
Defense: Base
| Armour (hardiness) | 63.723073231957 (96.438666929426%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 21 |
| Physical Save | 56 |
| Spell Save | 50 |
| Mental Save | 40 |
Defense: Resistances
| Acid | -3%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 18%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 23%( 70%) |
| Physical | + 30%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 45%( 70%) |
| Mind | + 46%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 27% |
| Knockback Resistance | 100% |
| Confusion Resistance | 74% |
| Fear Resistance | 45% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 735 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by skeleton archer. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed naga tongue. * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Salewen the pair of hardened leather boots (Madness) (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Changes resistances: +2% physical Reduces incoming crit damage: 10.00% Only die when reaching: -40.00 life Maximum life: +100.00 Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | alchemist's lamp 'Quenchsmash'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% cold Changes damage: +6% temporal / +12% cold Mental save: +8 (+3 eff.) Blindness immunity: +23% Confusion immunity: +19% Light radius: +9 See stealth: +23 See invisible: +22 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Duvorain' (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes resistances: +5% arcane / +12% fire Disarm immunity: +20% Confusion immunity: +10% Maximum psi: +10.00 Infravision radius: +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Storm Bringer's Gauntlets (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). Curse of Misfortune This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+6 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: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 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." |
| On fingers | 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. |
| On fingers | Inertial Twine (Madness)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 (+4 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | steel amulet 'Bethaseldavena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Dex Changes resistances: +9% nature / +13% temporal Critical mult.: +10.00% Physical save: +6 (+2 eff.) Pinning immunity: +27% Knockback immunity: +28% Amulets make your neck look great! |
| In main hand | Poltergeist's Psionic Fury (Shrouds) (12-13 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +6 Wil / +6 Cun / +3 Con Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to release a wave of psionic power, dealing 258.29 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Around waist | reinforced hardened leather belt of recklessness (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +7 Defense: +8 (+4 eff.) Critical mult.: +8.00% Physical save: +12 (+4 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | Oozing Heart (Madness) (17-19 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 58.93 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Flashvice (Corpses) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +41 (+13 eff.) Armour penetration: +8 Defense: +3 (+2 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Damage when hit (Melee): 4 lightning Changes resistances: +14% darkness / +24% lightning Changes resistances penetration: +19% darkness / +10% mind Changes damage: +18% darkness Critical mult.: +13.00% Stealth bonus: +18 Maximum life: +85.00 Maximum stamina: +18.00 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 | Borfast's Cage (Corpses) (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Corpses Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
regeneration infusion of the warrior (heal 528; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
EludaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +6% temporal / +4% light / +5% physical / +9% mind / +5% darkness Talent masteries: +0.15 Cursed / Cursed form +0.15 Cursed / Rampage +0.17 Cursed / Fears Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+3 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +12 (+6 eff.) Changes stats: +10 Lck Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
Shimmerthorn (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +6% lightning / +12% temporal Changes resistances penetration: +25% acid Changes damage: +18% lightning / +18% temporal / +6% acid Mindpower: +10 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.09 cold and 25.64 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Curse of Shrouds Rings make your fingers look great! |
stralite ring of luminosity (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 10 light Changes stats: +1 Mag Changes damage: +13% light Curse of Misfortune Rings make your fingers look great! |
titan's steel ring of clarity (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +24% Curse of Madness Rings make your fingers look great! |
warbringer's dwarven-steel battleaxe (Misfortune) (29-44 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +18% Curse of Misfortune Massive two-handed battleaxes. |
Anichik the Blazepride (Madness) (54-82 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +12 nature / +21 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning Changes damage: +6% nature Critical mult.: +19.00% Curse of Madness Massive two-handed mauls. |
Corpathus (Shrouds) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Curse of Shrouds Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
manaburning iron longsword of massacre (Nightmares) (17-24 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Curse of Nightmares Sharp, long, and deadly. |
Bloomsoul (Shrouds) (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 56 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Great Caller (Misfortune) (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. Curse of Misfortune This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 241.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative thorny mindstar of life (Nightmares) (8-8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Life regen: +0.80 Maximum life: +25.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful vined mindstar of disruption (Corpses) (6-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% 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% Damage against: +6% Unnatural When wielded/worn: Changes resistances penetration: +6% mind / +7% darkness Changes damage: +7% mind / +9% darkness Talent granted: +1 Attune Mindstar Maximum hate: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful vined mindstar of resolve (Shrouds) (6-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +6% mind / +6% darkness Changes damage: +7% mind / +7% darkness Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (Nightmares) (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating vined mindstar of gales (Madness) (4-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +2% mind Changes resistances penetration: +3% mind Changes damage: +4% lightning / +4% cold / +2% mind / +6% physical Talent granted: +1 Attune Mindstar Pinning immunity: +17% Psi when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of venom (Shrouds) (10-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 acid Changes resistances: +7% acid Changes resistances penetration: +11% acid Changes damage: +6% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shimmerwisp (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 6 lightning Changes resistances penetration: +5% lightning Physical save: +6 (+2 eff.) Mindpower: +3 (+0 eff.) Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Glorokira' (Corpses)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +2 Mag / +8 Wil / +4 Cun Changes resistances penetration: +15% mind Maximum encumbrance: +29 Physical save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Maximum life: +52.00 Mindpower: +8 (+2 eff.) Curse of Corpses A belt that goes around your waist. |
Kalar the linen cloak (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes resistances: +3% blight Changes damage: +6% arcane Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gurain (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +1 Wil / +2 Cun Critical mult.: +10.00% Mana each turn: +0.10 Maximum mana: +21.00 Maximum psi: +20.00 Spell crit. chance: +1% Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Misfortune A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Poryba the dwarven-steel plate armour (Madness) (10 def, 15 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 (+5 eff.) Fatigue: +22% Changes resistances: +21% lightning / +7% mind / +6% blight Physical save: +6 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +16 (+5 eff.) Life regen: +4.00 Curse of Madness A suit of armour made of metal plates. |
enlightening steel plate armour of the deep (Nightmares) (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Cun / +4 Wil Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. |
6 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. |
55 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 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. |
9 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
18 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
4 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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.(148 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
10 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. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
voratun torque of psionic shield 'Taintream' [power 135] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Changes resistances: +3% nature Changes resistances penetration: +25% nature Changes damage: +3% lightning It can be used to setup a psionic shield, reducing all damage taken by 135 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Reduce fatigue by 44% for 2 turns. * Gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of summon tentacle [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 168 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
13 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. |
Mardirezilarath the voratun longsword (Misfortune) (40-56 power, 8 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * Create an explosion dealing 15 lightning damage (1/turn) Damage (Melee): +12 light Damage against: +7% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +4 Dex Changes resistances penetration: +23% lightning Changes damage: +11% lightning Stamina each turn: +2.00 Only die when reaching: -20.00 life Curse of Misfortune Sharp, long, and deadly. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Smutecek the Cornac Cursed level 36
31st Pyre 123rd year of Ascendancy at 02:29 see stats
Against all odds
Killed Ukruk in the ambush.By Smutecek the Cornac Cursed level 36
3rd Pyre 123rd year of Ascendancy at 14:49 see stats
Arachnophobia
Destroyed the spydric menace.By Smutecek the Cornac Cursed level 39
64th Haze 123rd year of Ascendancy at 22:16 see stats
Brave new world
Went to the Far East and took part in the war.By Smutecek the Cornac Cursed level 38
55th Dusk 123rd year of Ascendancy at 13:55 see stats
Bringer of Doom
Killed a Bringer of Doom.By Smutecek the Cornac Cursed level 18
51st Dusk 122nd year of Ascendancy at 06:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Smutecek the Cornac Cursed level 36
40th Pyre 123rd year of Ascendancy at 14:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Smutecek the Cornac Cursed level 37
45th Pyre 123rd year of Ascendancy at 22:31 see stats
Exterminator
Killed 1000 creatures.By Smutecek the Cornac Cursed level 19
52nd Dusk 122nd year of Ascendancy at 05:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smutecek the Cornac Cursed level 36
12nd Pyre 123rd year of Ascendancy at 22:00 see stats
Fear me not!
Survived the Fearscape!By Smutecek the Cornac Cursed level 29
43rd Regrowth 123rd year of Ascendancy at 10:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smutecek the Cornac Cursed level 29
64th Regrowth 123rd year of Ascendancy at 07:49 see stats
Level 10
Got a character to level 10.By Smutecek the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 19:37 see stats
Level 20
Got a character to level 20.By Smutecek the Cornac Cursed level 20
62nd Dusk 122nd year of Ascendancy at 18:14 see stats
Level 30
Got a character to level 30.By Smutecek the Cornac Cursed level 30
69th Regrowth 123rd year of Ascendancy at 11:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Smutecek the Cornac Cursed level 24
2nd Haze 122nd year of Ascendancy at 18:19 see stats
Size matters
Did over 600 damage in one attack.By Smutecek the Cornac Cursed level 35
2nd Pyre 123rd year of Ascendancy at 05:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Smutecek the Cornac Cursed level 38
46th Pyre 123rd year of Ascendancy at 03:51 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Smutecek the Cornac Cursed level 29
43rd Regrowth 123rd year of Ascendancy at 05:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Smutecek the Cornac Cursed level 24
17th Regrowth 123rd year of Ascendancy at 10:43 see stats
The secret city
Discovered the truth about mages.By Smutecek the Cornac Cursed level 24
64th Haze 122nd year of Ascendancy at 11:33 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Smutecek the Cornac Cursed level 24
17th Regrowth 123rd year of Ascendancy at 07:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Smutecek the Cornac Cursed level 31
71st Regrowth 123rd year of Ascendancy at 12:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Smutecek the Cornac Cursed level 19
52nd Dusk 122nd year of Ascendancy at 12:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Smutecek the Cornac Cursed level 35
3rd Pyre 123rd year of Ascendancy at 01:00 see stats
Log
Shadow receives 48 healing from Doomed Shade of Smutecek's purging blight area effect.
Doomed Shade of Smutecek's purging blight area effect hits Terror for 26 blight damage.
Doomed Shade of Smutecek's purging blight area effect hits Terror for 32 blight damage.
Doomed Shade of Smutecek receives 47 healing from Doomed Shade of Smutecek's purging blight area effect.
Doomed Shade of Smutecek's purging blight area effect hits Terror for 26 blight damage.
Smutecek's nightmare area effect hits Terror for 23 darkness damage.
Smutecek's nightmare area effect hits Terror for 23 darkness damage.
Smutecek's nightmare area effect hits Terror for 23 darkness damage.
Smutecek's nightmare area effect hits Shadow for 130 mind damage.
Smutecek's nightmare area effect hits Shadow for 25 darkness damage.
Smutecek's nightmare area effect hits Terror for 98 mind damage.
Smutecek's nightmare area effect hits Terror for 121 mind damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Smutecek's purging blight area effect hits Terror for 39 blight damage.
Doomed Shade of Smutecek receives 24 healing from Smutecek's purging blight area effect.
Shadow receives 24 healing from Smutecek's purging blight area effect.
Smutecek's nightmare area effect hits Terror for 23 darkness damage.
Smutecek's nightmare area effect hits Rak'Shor Cultist for (102 stormshielded), 0 mind (0 total damage).
Smutecek the level 39 cornac cursed was impaled to death by a Doomed Shade of Smutecek but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.
Doomed Shade of Smutecek is no longer being stalked by Smutecek.



























































































































