
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 25 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by sick giant venus flytrap at level 5 on the 79th Pyre 122nd year of Ascendancy at 20:36 0 / 7Killed by Ce'Nedana the forest troll at level 7 on the 2nd Flare 122nd year of Ascendancy at 10:15 Killed by Yvykira the slaver at level 17 on the 17th Dusk 123rd year of Ascendancy at 18:00 Killed by Eilinanne the skeleton master archer at level 17 on the 40th Dusk 123rd year of Ascendancy at 13:46 Killed by ritch flamespitter at level 23 on the 77th Regrowth 125th year of Ascendancy at 18:20 Killed by bandit lord at level 24 on the 25th Pyre 125th year of Ascendancy at 08:44 Killed by elven cultist at level 25 on the 29th Pyre 125th year of Ascendancy at 03:19 |
| Antimagic | Follower |
Primary Stats
| Strength | 52.419551519401 (base 52) |
| Dexterity | 1 (base 10) |
| Constitution | 23.419551519401 (base 23) |
| Magic | 14 (base 10) |
| Willpower | 69 (base 42) |
| Cunning | 17 (base 10) |
Resources
| Life | -43/632 |
| Hate | 78/100 |
| Psi | 159/159 |
| Equilibrium | 106 |
| Healing Factor | 0.91899003388465 |
| Regeneration | 59.004632528986 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +371.21268093222% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 26 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43.366666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Light | +12% |
| Physical | +60% |
| Mind | +13% |
| All | +6% |
Offense: Damage Penetration
| Mind | +15% |
| Darkness | +14% |
Defense: Base
| Armour (hardiness) | 41.92 (81.030927835052%) |
| Defense | 10.05 |
| Ranged Defense | 13.05 |
| Fatigue | 32 |
| Physical Save | 43.023499696516 |
| Spell Save | 33.9125 |
| Mental Save | 40.15575444946 |
Defense: Resistances
| Mind | + 37%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 7%( 70%) |
| Darkness | + 31%( 79%) |
| Blight | + 12%( 70%) |
| Physical | + 5%( 73%) |
| Cold | + 1%( 70%) |
| All | + 1%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 142 life. Its effects scale with your Constitution 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 298 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
| talent | Surge |
| talent | Gloom |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 63.96 life per turn. Regeneration |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +32% physical damage, +16 physical save, +16 mental save, 42/42 damage shrugged off this turn) Rampaging |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 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 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 11% resistance against blight. Resolve |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.0)Penalty : Fear of Death: -11% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 17 and doing 38.91 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its strength by 17 and doing 38.91 blight damage per turn. Weakness Disease |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | The target is infected by a disease, reducing its constitution by 17 and doing 38.91 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 110. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed orc heart. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Lightobsidian (0 def, 4 armour) (Nightmares) Lightobsidian (0 def, 4 armour) (Nightmares)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Wil Changes resistances penetration: +5% mind Physical save: +10 Spell save: +8 Mental save: +10 Mindpower: +4 Mental crit. chance: +2% Light radius: +2 Life regen bonus (wilder-summons): +2.00 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. |
| Light source | Cracklequeller the alchemist's lamp Cracklequeller the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil Damage when the wearer is hit: 4 lightning Changes damage: +7% mind Stamina each turn: +0.20 Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Nightmares) Steel Helm of Garkul (0 def, 6 armour) (Nightmares)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] 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 Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | quiet dwarven-steel torque of clear mind [power 2] (20 cooldown) quiet dwarven-steel torque of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller (Corpses) Bloodcaller (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% Curse of Corpses You won the Ring of Blood trial, this is your reward. |
| On fingers | gold ring 'Glitterravager' (Corpses) gold ring 'Glitterravager' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 Damage when the wearer hits(melee): 6 darkness Changes damage: +6% all / +6% light Spellpower: +11 Mindpower: +7 Light radius: +3 Curse of Corpses Rings can have magical properties. |
| Around waist | hardened leather belt of the vagrant (Shrouds) hardened leather belt of the vagrant (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Mental save: +6 Mindpower: +4 Curse of Shrouds A belt that goes around your waist. |
| In main hand | Lustrefist (54.5-81.75 power, 3 apr) (Corpses) Lustrefist (54.5-81.75 power, 3 apr) (Corpses)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +10 mind / +8 arcane Damage conversion: 41% mind / 20% light When wielded/worn: Changes stats: +6 Wil Damage when the wearer hits(melee): 2 arcane Changes resistances: +6% light Light radius: +2 Curse of Corpses Massive two-handed maul. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) (Corpses) Gloves of the Firm Hand (0 def, 8 armour) (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | stralite plate armour 'Chamulazor' (7 def, 13 armour) (Shrouds) stralite plate armour 'Chamulazor' (7 def, 13 armour) (Shrouds)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +3 Wil Changes resistances: +21% acid Psi per kill: +5.00 Curse of Shrouds A suit of armour made of metal plates. |
| Cloak | elven-silk cloak 'Shinebait' (3 def, 0 armour) (Corpses) elven-silk cloak 'Shinebait' (3 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +14 Defense: +3 Changes stats: +2 Cun / +2 Dex Damage when the wearer hits(melee): 6 light Changes resistances: +18% darkness Changes resistances penetration: +14% darkness / +10% mind Changes damage: +10% darkness Critical mult.: +25.00% Stealth bonus: +22 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. |
| Around neck | steel amulet 'Urthetar' steel amulet 'Urthetar'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +12 Armour penetration: +9 Physical crit. chance: +7.0% Changes resistances: +6% mind Talent mastery: +0.16 Cursed / Predator Critical mult.: +22.00% Maximum life: +20.00 Amulets can have magical properties. |
Inventory
regeneration infusion of the sneak (heal 260 over 5 turns) regeneration infusion of the sneak (heal 260 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure magical) wild infusion of the titan (resist 18%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 18% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (426.00 temporal damage, removed from time 4 turns) Rune of the Rift (426.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 451.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's steel amulet of willpower (+3) warrior's steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Duskshine (Nightmares) Duskshine (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes resistances: +6% darkness Changes damage: +5% all Psi per kill: +1.00 Spellpower: +8 Mindpower: +7 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares Rings can have magical properties. |
Elemental Fury (Corpses) Elemental Fury (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors. |
Searraven (Shrouds) Searraven (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% fire Stun/Freeze immunity: +28% Life regen: +0.80 Psi each turn: +0.40 Heals friendly targets nearby when you use a nature summon: +30 Curse of Shrouds Rings can have magical properties. |
psionicist's steel ring of frost (+22%) (Madness) psionicist's steel ring of frost (+22%) (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +6 Curse of Madness Rings can have magical properties. |
warrior's copper ring (Corpses) warrior's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Corpses Rings can have magical properties. |
Bokigund (31-40.3 power, 9 apr) (Misfortune) Bokigund (31-40.3 power, 9 apr) (Misfortune)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +6 Wil Mental save: +6 Psi when firing a critical mind attack: +3.00 Mindpower: +7 Heals friendly targets nearby when you use a nature summon: +10 Curse of Misfortune Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr) (Misfortune) Dagger of the Past (25-32.5 power, 20 apr) (Misfortune)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Misfortune 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 opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatmaul of crippling (42-63 power, 2 apr) (Nightmares)acidic dwarven-steel greatmaul of crippling (42-63 power, 2 apr) (Nightmares) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +10 acid When wielded/worn: Physical crit. chance: +9.0% Curse of Nightmares Massive two-handed maul. |
Emoldamina (23.5-37.6 power, 2 apr) (Misfortune) Emoldamina (23.5-37.6 power, 2 apr) (Misfortune)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +12 insidious poison When wielded/worn: Mental save: +3 Blindness immunity: +15% Poison immunity: +5% Curse of Misfortune Massive two-handed swords. |
Zurath (35-56 power, 2 apr) (Misfortune) Zurath (35-56 power, 2 apr) (Misfortune)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +14 Armour: +4 Defense: +12 Changes resistances: +1% physical / +9% fire Confusion immunity: +5% Curse of Misfortune Massive two-handed swords. |
iron mace 'Baradunaroddahell' (14-19.6 power, 2 apr) (Shrouds) iron mace 'Baradunaroddahell' (14-19.6 power, 2 apr) (Shrouds)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Resist all after a teleport: +4% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Galespawn (13.5-14.85 power, 32 apr, nature damage) (Nightmares)Galespawn (13.5-14.85 power, 32 apr, nature damage) (Nightmares) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +4 lightning Damage conversion: 20% lightning When wielded/worn: Damage when the wearer hits(melee): 4 lightning Changes resistances: +9% lightning / +3% blight Changes damage: +6% blight Mindpower: +4 Mental crit. chance: +4% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +18 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. |
thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage) (Corpses) thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage) (Corpses)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 4 lightning Changes resistances: +9% lightning Changes resistances penetration: +4% lightning Changes damage: +7% lightning Mindpower: +3 Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. Sunwither (Misfortune)Sunwither (Misfortune) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +2 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Physical power: +7 Changes stats: +6 Str Damage when the wearer hits(ranged): 2 acid Damage when the wearer is hit: 8 acid Changes resistances: +3% acid Changes damage: +12% fire Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
grounding rough leather belt of the giants (Nightmares) grounding rough leather belt of the giants (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% lightning / +6% temporal Spell save: +6 Curse of Nightmares A belt that goes around your waist. |
Boltwrecker (2 def, 0 armour) (Corpses) Boltwrecker (2 def, 0 armour) (Corpses)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil Damage when the wearer hits(melee): 8 lightning Damage when the wearer is hit: 4 lightning Changes resistances penetration: +5% lightning Mental save: +6 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. |
Chamyzilandur the linen cloak (1 def, 0 armour) (Corpses) Chamyzilandur the linen cloak (1 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Defense: +1 Fatigue: -3% Changes stats: +1 Cun / +2 Wil 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. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) (Madness) enveloping linen cloak of Iron Throne (6 def, 0 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Str / +2 Con Physical save: +6 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Iron Throne (2 def, 0 armour) (Corpses) regal cashmere cloak of Iron Throne (2 def, 0 armour) (Corpses)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +3 Wil / +2 Con Mental save: +5 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. |
thick cashmere cloak of the Shaloren (2 def, 5 armour) (Misfortune) thick cashmere cloak of the Shaloren (2 def, 5 armour) (Misfortune)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 Changes stats: +2 Wil / +3 Mag Changes resistances: +14% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) (Madness) Vestments of the Conclave (0 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Madness An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Manuzor (3 def, 11 armour) (Shrouds) Manuzor (3 def, 11 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes resistances: +3% cold Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) (Misfortune) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 Ranged Defense: +2 Fatigue: +1% Infravision radius: +1 Curse of Misfortune A pair of boots made of leather. |
pair of iron boots of disengagement (0 def, 3 armour) (Misfortune) pair of iron boots of disengagement (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Dex Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots (0 def, 3 armour) (Shrouds) wanderer's pair of hardened leather boots (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +11 Mental save: +10 Curse of Shrouds A pair of boots made of leather. |
wanderer's pair of hardened leather boots of evasion (10 def, 3 armour) (Nightmares) wanderer's pair of hardened leather boots of evasion (10 def, 3 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +13 Mental save: +12 Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 6 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Firebait (0 def, 2 armour) (Shrouds) Firebait (0 def, 2 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Changes stats: +4 Str Changes resistances penetration: +10% fire Allows you to breathe in: water Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 3 armour) (Shrouds) Storm Bringer's Gauntlets (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Shrouds It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 24.49 to 73.48 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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. |
Hat of Arcane Understanding (2 def, 0 armour) (Shrouds) Hat of Arcane Understanding (2 def, 0 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Shrouds A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Starwind (2 def, 0 armour) (Nightmares) Starwind (2 def, 0 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 6 light Changes resistances: +24% darkness / +19% physical Changes resistances penetration: +5% nature Changes damage: +19% physical / +16% darkness / +9% light Equilibrium when hit: +1.30 Psi when hit: +2.10 Hate when hit: +1.00 Maximum hate: +12.00 Mindpower: +13 Mental crit. chance: +4% Curse of Nightmares A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) (Misfortune) Un'fezan's Cap (1 def, 0 armour) (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 Curse of Misfortune It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler, it always seems to be found lying around in odd locations. Fezzes are cool. |
iron helm (0 def, 3 armour) (Shrouds) iron helm (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 4 armour) (Nightmares) miner's iron helm of strength (+3) (0 def, 4 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Str Infravision radius: +1 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) (Shrouds) rough leather cap (0 def, 1 armour) (Shrouds)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Shrouds A cap made of leather. |
steel mail armour of the deep (2 def, 8 armour) (Corpses) steel mail armour of the deep (2 def, 8 armour) (Corpses)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +14% Changes resistances: +7% cold / +6% acid Allows you to breathe in: water Curse of Corpses A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 10 armour) (Nightmares) Thalore-Wood Cuirass (4 def, 10 armour) (Nightmares)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Nightmares Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
fortifying steel plate armour of Eyal (4 def, 9 armour) (Shrouds) fortifying steel plate armour of Eyal (4 def, 9 armour) (Shrouds)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +2 Con Life regen: +1.00 Maximum life: +71.00 Healing mod.: +11% Curse of Shrouds A suit of armour made of metal plates. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
284 alchemist agate 284 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. |
12 onyx 12 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. |
13 aquamarine 13 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. |
8 lapis lazuli 8 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. |
14 opal 14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 emerald 5 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of corpselight alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness / +8% blight Spellpower: +5 Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 19 blight damage or heals 26 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
webbed yew totem of healing [power 127] (35 cooldown) webbed yew totem of healing [power 127] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +3 Lay Web It can be used to heal the target for 127, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
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. |
17 amethyst 17 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] 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. |
11 quartz 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% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tenderloin the Thalore Cursed level 15
63rd Regrowth 123rd year of Ascendancy at 03:52 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Tenderloin the Thalore Cursed level 17
7th Dusk 123rd year of Ascendancy at 17:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Tenderloin the Thalore Cursed level 23
77th Regrowth 125th year of Ascendancy at 14:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tenderloin the Thalore Cursed level 10
20th Dusk 122nd year of Ascendancy at 02:19 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Tenderloin the Thalore Cursed level 19
49th Regrowth 124th year of Ascendancy at 07:42 see stats
Exterminator
Killed 1000 creatures.By Tenderloin the Thalore Cursed level 17
17th Dusk 123rd year of Ascendancy at 10:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tenderloin the Thalore Cursed level 23
77th Regrowth 125th year of Ascendancy at 22:17 see stats
Fear me not!
Survived the Fearscape!By Tenderloin the Thalore Cursed level 24
28th Pyre 125th year of Ascendancy at 03:02 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tenderloin the Thalore Cursed level 15
63rd Regrowth 123rd year of Ascendancy at 02:04 see stats
Level 10
Got a character to level 10.By Tenderloin the Thalore Cursed level 10
5th Flare 122nd year of Ascendancy at 08:37 see stats
Level 20
Got a character to level 20.By Tenderloin the Thalore Cursed level 20
50th Regrowth 124th year of Ascendancy at 07:51 see stats
Poisonous
Sided with the assassin lord.By Tenderloin the Thalore Cursed level 10
44th Dusk 122nd year of Ascendancy at 17:33 see stats
Size matters
Did over 600 damage in one attack.By Tenderloin the Thalore Cursed level 23
77th Regrowth 125th year of Ascendancy at 22:17 see stats
The Arena
Unlocked Arena mode.By Tenderloin the Thalore Cursed level 6
3rd Summertide 122nd year of Ascendancy at 05:34 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Tenderloin the Thalore Cursed level 15
63rd Regrowth 123rd year of Ascendancy at 03:52 see stats
The secret city
Discovered the truth about mages.By Tenderloin the Thalore Cursed level 12
1st Haze 122nd year of Ascendancy at 06:41 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Tenderloin the Thalore Cursed level 17
18th Dusk 123rd year of Ascendancy at 02:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tenderloin the Thalore Cursed level 24
26th Pyre 125th year of Ascendancy at 02:05 see stats
Log
Elven cultist casts Timeless.
Elven cultist is no longer weakened.
Elven cultist overcomes the dismay
Tenderloin uses Rampage.
Tenderloin begins rampaging!
Tenderloin uses Slash.
You feel your rampage slowing down. (-1 duration)
Elven cultist casts Virulent Disease.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Elven cultist misses Tenderloin.
Talent Antimagic Shield is ready to use.
Tenderloin is invigorated by the attack!
Tenderloin is invigorated by the attack!
Tenderloin is invigorated by the attack!
Tenderloin leeches life from Elven cultist!
Weakness Disease from Elven cultist hits Tenderloin for 27 blight damage.
Rotting Disease from Elven cultist hits Tenderloin for 34 blight damage.
Tenderloin receives 27 healing from Elven cultist.
Tenderloin hits Elven cultist for 88 mind, 18 light, 144 physical, 11 mind, 8 arcane, 6 darkness, 2 arcane, 5 light (284 total damage).
Decrepitude Disease from Elven cultist hits Tenderloin for 0 blight damage.
Tenderloin activates Antimagic Shield.
You feel your rampage slowing down. (-1 duration)
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist is surging arcane power.
Your hatred grows even as your life fades! (+14 hate)
Saving game...
