Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by fire wyrm at level 16 on the 37th Haze 122nd year of Ascendancy at 04:28 1 / 5Killed by skeleton mage at level 21 on the 9th Allure 123rd year of Ascendancy at 22:03 Killed by storm wyrm at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 14:50 Killed by devourer at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 07:00 Killed by Bonkers at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 07:55 |
Primary Stats
| Strength | 44 (base 32) |
| Dexterity | 10 (base 10) |
| Constitution | 35 (base 25) |
| Magic | 40 (base 40) |
| Willpower | 41 (base 21) |
| Cunning | 16 (base 10) |
Resources
| Life | 563/563 |
| Mana | 381/381 |
| Equilibrium | 0 |
| Hate | 97/100 |
| Healing Factor | 1.4065107135411 |
| Regeneration | 0.56260428541644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 3 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.05 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +3% |
| All | 0% |
| Physical | +51% |
| Mind | +6% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 32.56 (82%) |
| Defense | 15.8 |
| Ranged Defense | 17.8 |
| Fatigue | 32 |
| Physical Save | 40.34960748222 |
| Spell Save | 36.87441122333 |
| Mental Save | 25.7125 |
Defense: Resistances
| Blight | + 30%( 70%) |
| Physical | + 17%( 75%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 23%( 82%) |
| Light | + 17%( 70%) |
| Mind | + 50%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 776% over 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Chant of Fortitude |
| talent | Stalk |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 3 Curse of Shrouds 3Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Level 1: Nightwalker: +12 Darkness Resistance, +12% Max Darkness Resistance, +8 See Invisible Level 2: -1 Luck, +5 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Level 4, Cursed Aura Curse of Nightmares 4: 8%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Level 1: Removed from Reality: +5 Physical Resistance, +5 Maximum Physical Resistance Level 2: -1 Luck, +7 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 5 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 8% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by fire wyrm. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) (Misfortune) Eden's Guile (2 def, 1 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Misfortune It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Shrouds) Steel Helm of Garkul (0 def, 6 armour) (Shrouds)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Lightningoozer of cure illness [power 3] (20 cooldown) Lightningoozer of cure illness [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Damage when the wearer is hit: 8 lightning Changes resistances penetration: +10% physical Changes damage: +9% lightning It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | copper ring of mental power copper ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mindpower: +5 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In main hand | surging elven-wood starstaff of might (25-30 power, 5 apr, physical damage) (Misfortune) surging elven-wood starstaff of might (25-30 power, 5 apr, physical damage) (Misfortune)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +12 Spell crit. chance: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (Nightmares) radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (Nightmares)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 9 light Changes resistances: +5% light Changes damage: +3% light Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spiked steel plate armour of fire resistance (4 def, 9 armour) (Shrouds) spiked steel plate armour of fire resistance (4 def, 9 armour) (Shrouds)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 11 physical Changes resistances: +16% fire Curse of Shrouds A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak (7 def, 0 armour) (Nightmares) enveloping linen cloak (7 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 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. |
| Around neck | clarifying copper amulet of seduction clarifying copper amulet of seductionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +20% Stamina when hit: +0.20 Mana when hit: +0.40 Equilibrium when hit: +0.30 Psi when hit: +0.40 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 7), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 21; turns 3; dispells darkness)sun infusion (rad 6; power 21; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 15%; cure magical)wild infusion (resist 15%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the psychic (radius 10; dur 15; see horror)vision rune of the psychic (radius 10; dur 15; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 21) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding copper amulet of strength (+3) shielding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light Blindness immunity: +24% Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (34.5-51.75 power, 2 apr) (Corpses)dwarven-steel battleaxe (34.5-51.75 power, 2 apr) (Corpses) Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Yvuna (38-60.8 power, 2 apr) (Madness)Yvuna (38-60.8 power, 2 apr) (Madness) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +8 slime / +12 acid blind / +4 acid When wielded/worn: Changes resistances: +3% blight Curse of Madness Massive two-handed swords. |
huntsman's steel greatsword of ruin (21-33.6 power, 2 apr) (Shrouds) huntsman's steel greatsword of ruin (21-33.6 power, 2 apr) (Shrouds)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 nature Damage against: +11% Animal When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +14.00% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Anmalice (47-65.8 power, 20 apr) (Shrouds)Anmalice (47-65.8 power, 20 apr) (Shrouds) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 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. |
This item will automatically be transmogrified when you leave the level. Morrigor (50-70 power, 12 apr) (Misfortune)Morrigor (50-70 power, 12 apr) (Misfortune) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: deal magical damage Special effect when this weapon kills: swallows the victim's soul, gaining a new power until unequipped When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 Spell crit. chance: +12% Curse of Misfortune This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Sword of Potential Futures (28-39.2 power, 10 apr) (Shrouds) Sword of Potential Futures (28-39.2 power, 10 apr) (Shrouds)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +5 temporal When wielded/worn: Changes damage: -5% physical / +5% temporal Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Shrouds Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (24-33.6 power, 4 apr) (Nightmares)dwarven-steel longsword (24-33.6 power, 4 apr) (Nightmares) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Curse of Nightmares Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) (Corpses) Crooked Club (25-35 power, 4 apr) (Corpses)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 % chance to confuse When wielded/worn: Accuracy: +12 Curse of Corpses An oddly twisted club with a hefty weight on the end. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of balance (8-8.8 power, 24 apr, mind damage) (Nightmares)gifted thorny mindstar of balance (8-8.8 power, 24 apr, mind damage) (Nightmares) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +2 Mental save: +4 Equilibrium when hit: +0.80 Mindpower: +6 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. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of clarity (8.5-9.35 power, 24 apr, nature damage) (Shrouds)gifted thorny mindstar of clarity (8.5-9.35 power, 24 apr, nature damage) (Shrouds) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mental save: +4 Maximum psi: +16.00 Mindpower: +7 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. |
Kor's Fall (10-12 power, 0 apr, darkness damage) (Corpses) Kor's Fall (10-12 power, 0 apr, darkness damage) (Corpses)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire / +10% blight / +10% darkness / +10% acid Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Curse of Corpses Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
potent ash vilestaff (18-21.6 power, 3 apr, fire damage) (Madness) potent ash vilestaff (18-21.6 power, 3 apr, fire damage) (Madness)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of might (22-26.4 power, 4 apr, physical damage) (Misfortune) potent yew starstaff of might (22-26.4 power, 4 apr, physical damage) (Misfortune)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +22% physical Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +8% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff (25-30 power, 5 apr, physical damage) (Corpses) shimmering elven-wood starstaff (25-30 power, 5 apr, physical damage) (Corpses)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +12 Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, cold damage) (Corpses)yew magestaff of illumination (20-24 power, 4 apr, cold damage) (Corpses) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 73.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of erosion (20-28 power, 4 apr) (Nightmares)insidious dwarven-steel waraxe of erosion (20-28 power, 4 apr) (Nightmares) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +7 nature / +25 insidious poison / +7 temporal Curse of Nightmares One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr) (Corpses) Focus Whip (19-20.9 power, 7 apr) (Corpses)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 70% Dex, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 80% When wielded/worn: Mindpower: +8 Mental crit. chance: +3% Curse of Corpses It can be used to strike all targets in a line, costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Layibeth (Corpses) Layibeth (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Damage when the wearer is hit: 4 temporal Changes damage: +3% temporal Critical mult.: +5.00% Maximum mana: +100.00 Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of carrying (Madness)nightruned hardened leather belt of carrying (Madness) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +6% darkness / +7% light Maximum encumbrance: +20 Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of corrosion (+19%) (2 def, 0 armour) (Shrouds)mindwoven cashmere robe of corrosion (+19%) (2 def, 0 armour) (Shrouds) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +19% acid Changes damage: +13% acid Mindpower: +2 Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering cashmere robe of darkness (+18%) (2 def, 0 armour) (Nightmares)shimmering cashmere robe of darkness (+18%) (2 def, 0 armour) (Nightmares) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes damage: +12% darkness / +12% arcane Maximum mana: +29.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour) (Corpses)pair of dwarven-steel boots (0 def, 4 armour) (Corpses) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Treevortex (0 def, 2 armour) (Misfortune)Treevortex (0 def, 2 armour) (Misfortune) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour) (Nightmares) storm rough leather gloves (0 def, 1 armour) (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Grinodrandur the dwarven-steel helm (0 def, 4 armour) (Shrouds)Grinodrandur the dwarven-steel helm (0 def, 4 armour) (Shrouds) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +4 Fatigue: +4% Changes stats: +6 Str / +2 Mag / +3 Con Damage when the wearer is hit: 7 physical / 4 arcane Changes resistances penetration: +10% blight Changes damage: +6% mind Physical save: +8 Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 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 315.38 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat (2 def, 0 armour) (Shrouds)stabilizing cashmere wizard hat (2 def, 0 armour) (Shrouds) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Physical save: +6 Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of command (11 def, 12 armour) (Misfortune)dwarven-steel mail armour of command (11 def, 12 armour) (Misfortune) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +11 Fatigue: +16% Changes stats: +3 Cun Mental save: +12 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour) (Madness)enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour) (Madness) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +1 Cun / +3 Wil Changes resistances: +17% lightning Mental save: +13 Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour) (Shrouds)hardened leather armour (3 def, 6 armour) (Shrouds) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of stability (3 def, 6 armour) (Corpses)hardened leather armour of stability (3 def, 6 armour) (Corpses) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Physical save: +12 Curse of Corpses A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 102 block) (Nightmares) Black Mesh (8 def, 2 armour, 102 block) (Nightmares)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of wind (13/13, 43-60.2 power, 14 apr)quiver of elven-wood arrows of wind (13/13, 43-60.2 power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +11% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade 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 Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. battle-ranger's pouch of dwarven-steel shots (51/51, 31-37.2 power, 3 apr)battle-ranger's pouch of dwarven-steel shots (51/51, 31-37.2 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 51 When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of dwarven-steel shots of accuracy (22/22, 35.5-42.6 power, 3 apr)hateful pouch of dwarven-steel shots of accuracy (22/22, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 Damage when this weapon hits(ranged): +5 darkness Damage against: +14% Humanoid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots of torment (23/23, 42.5-51 power, 5 apr)pouch of stralite shots of torment (23/23, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +5% mind / +9% darkness Shots are used with slings to pummel your foes to death. |
voratun torque of thermal psionic shield 'Falehir' [power 209] (30 cooldown) voratun torque of thermal psionic shield 'Falehir' [power 209] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 6 arcane Maximum wards: +1 physical / +3 mind / +1 darkness Changes resistances penetration: +10% temporal Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +3 Telekinetic Blast +1 Ward It can be used to setup a psionic shield, reducing all fire and cold damage by 209 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. warded dwarven-steel torque of mindblast [power 185] (6 cooldown)warded dwarven-steel torque of mindblast [power 185] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a beam (dam 92-185), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn 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' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Glitterhunger of firewall [power 105] (6 cooldown) Glitterhunger of firewall [power 105] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 8 light Changes resistances penetration: +10% blight Light radius: +3 It can be used to creates a wall of flames lasting for 4 turns (dam 105 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bonkers the Cornac Cursed level 13
23rd Dusk 122nd year of Ascendancy at 14:32 see stats
Exterminator
Killed 1000 creatures.By Bonkers the Cornac Cursed level 20
4th Allure 123rd year of Ascendancy at 18:29 see stats
Level 10
Got a character to level 10.By Bonkers the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 00:22 see stats
Level 20
Got a character to level 20.By Bonkers the Cornac Cursed level 20
4th Allure 123rd year of Ascendancy at 07:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bonkers the Cornac Cursed level 13
39th Dusk 122nd year of Ascendancy at 23:59 see stats
The Arena
Unlocked Arena mode.By Bonkers the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 20:46 see stats
The secret city
Discovered the truth about mages.By Bonkers the Cornac Cursed level 14
62nd Dusk 122nd year of Ascendancy at 23:40 see stats
Log
Quasit killed Bonkers!
Bonkers the level 22 cornac cursed was smashed to death by a devourer on level 6 of Dreadfell.
You have 1 life(s) left.
Bonkers is no longer surging arcane power.
Bonkers stops regenerating health quickly.
Bonkers is no longer rampaging.
Bonkers deactivates Gloom.
Bonkers deactivates Stalk.
Bonkers deactivates Chant of Fortitude.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Stalk is ready to use.
Talent Gloom is ready to use.
Bonkers activates Gloom.
Bonkers activates Stalk.
Resting starts...
Talent Rampage is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Infusion: Regeneration is ready to use.
Bonkers activates Chant of Fortitude.
Rested for 5 turns (stop reason: all resources and life at maximum).
An elite foe has fallen to your hate! (+8 hate)
Saving done.
Saving done.
Saving game...
