











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 22 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 21:14 / 59Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 21:29 Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:10 Killed by Forest Troll Hedge-Wizard at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:20 Killed by Zubuda the Guard at level 12 on the 10th Mirth 122nd year of Ascendancy at 04:09 Killed by Shardskin at level 13 on the 10th Mirth 122nd year of Ascendancy at 16:16 Killed by worm that walks at level 13 on the 1st Summertide 122nd year of Ascendancy at 00:47 Killed by worm that walks at level 13 on the 1st Summertide 122nd year of Ascendancy at 01:25 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 15:51 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 16:31 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 16:59 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 19:08 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 19:24 Killed by worm that walks at level 15 on the 6th Flare 122nd year of Ascendancy at 19:44 Killed by corrupted sandworm at level 16 on the 3rd Dusk 122nd year of Ascendancy at 19:26 Killed by Betabeth the yellow ooze at level 16 on the 3rd Dusk 122nd year of Ascendancy at 23:19 Killed by Xeremira the yellow ooze at level 16 on the 4th Dusk 122nd year of Ascendancy at 07:45 Killed by Daelrma the thalore at level 17 on the 18th Dusk 122nd year of Ascendancy at 21:33 Killed by The Fragmented Essence of Harkor'Zun at level 17 on the 19th Dusk 122nd year of Ascendancy at 14:52 Killed by The Fragmented Essence of Harkor'Zun at level 17 on the 19th Dusk 122nd year of Ascendancy at 16:12 Killed by snow giant thunderer at level 18 on the 21st Dusk 122nd year of Ascendancy at 05:23 Killed by Nerylle the teluvorta at level 18 on the 22nd Dusk 122nd year of Ascendancy at 05:08 Killed by teluvorta at level 18 on the 22nd Dusk 122nd year of Ascendancy at 07:12 Killed by Velorin the temporal stalker at level 18 on the 22nd Dusk 122nd year of Ascendancy at 19:23 Killed by Rantha the Abomination at level 18 on the 23rd Dusk 122nd year of Ascendancy at 07:15 Killed by Beteda the dredge captain at level 18 on the 23rd Dusk 122nd year of Ascendancy at 14:08 Killed by Beteda the dredge captain at level 19 on the 23rd Dusk 122nd year of Ascendancy at 15:04 Killed by Chronolith Twin at level 19 on the 24th Dusk 122nd year of Ascendancy at 05:13 Killed by Chronolith Clone at level 19 on the 24th Dusk 122nd year of Ascendancy at 06:09 Killed by Chronolith Twin at level 19 on the 24th Dusk 122nd year of Ascendancy at 08:11 Killed by Chronolith Clone at level 19 on the 24th Dusk 122nd year of Ascendancy at 09:58 Killed by naga myrmidon at level 21 on the 54th Dusk 122nd year of Ascendancy at 13:47 Killed by entrenched horror at level 21 on the 54th Dusk 122nd year of Ascendancy at 15:27 Killed by ravenous horror at level 21 on the 55th Dusk 122nd year of Ascendancy at 00:46 Killed by Yvebremina the giant eel at level 21 on the 55th Dusk 122nd year of Ascendancy at 14:59 Killed by Yvebremina the giant eel at level 21 on the 55th Dusk 122nd year of Ascendancy at 15:39 Killed by Xeba the abyssal horror at level 21 on the 55th Dusk 122nd year of Ascendancy at 16:38 Killed by Gedhetha the swarming horror at level 21 on the 55th Dusk 122nd year of Ascendancy at 23:58 Killed by Gedhetha the swarming horror at level 21 on the 56th Dusk 122nd year of Ascendancy at 00:30 Killed by Weirdling Beast at level 21 on the 56th Dusk 122nd year of Ascendancy at 08:21 Killed by Weirdling Beast at level 21 on the 56th Dusk 122nd year of Ascendancy at 09:24 Killed by Weirdling Beast at level 21 on the 56th Dusk 122nd year of Ascendancy at 09:58 Killed by Weirdling Beast at level 21 on the 56th Dusk 122nd year of Ascendancy at 10:27 Killed by Glorunor the gwelgoroth at level 21 on the 72nd Dusk 122nd year of Ascendancy at 02:11 Killed by Velodanor the dredgling at level 21 on the 72nd Dusk 122nd year of Ascendancy at 02:31 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 06:39 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 07:05 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 07:24 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 07:51 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 09:19 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 10:16 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 10:33 Killed by Urkis, the High Tempest at level 22 on the 72nd Dusk 122nd year of Ascendancy at 11:56 Killed by enthralled slave at level 22 on the 42nd Haze 122nd year of Ascendancy at 23:46 Killed by Voruwyn the slaver at level 22 on the 43rd Haze 122nd year of Ascendancy at 07:40 Killed by enthralled slave at level 22 on the 44th Haze 122nd year of Ascendancy at 03:54 Killed by enthralled slave at level 22 on the 44th Haze 122nd year of Ascendancy at 08:36 Killed by enthralled slave at level 22 on the 44th Haze 122nd year of Ascendancy at 09:34 Killed by slaver at level 22 on the 44th Haze 122nd year of Ascendancy at 12:21 |
Primary Stats
| Strength | 22 (base 17) |
| Dexterity | 43 (base 43) |
| Constitution | 30 (base 26) |
| Magic | 15 (base 12) |
| Willpower | 30 (base 11) |
| Cunning | 55 (base 29) |
Resources
| Life | 435/504 |
| Stamina | 173/173 |
| Healing Factor | 1.2592147729954 |
| Regeneration | 4.092448012235 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101.92255432478% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 46.586385001155 |
| See Invisible | 46.586385001155 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 60 |
| Crit Chance | 18% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +6% |
| Acid | +18% |
| Light | +16% |
| Nature | +21% |
| Darkness | +6% |
| Physical | +3% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Acid | +24% |
| Light | +34% |
| Mind | +34% |
| Arcane | +34% |
| Fire | +39% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 15 (63.914983985962%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 47 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 28%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 30%( 70%) |
| Lightning | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by giant brown mouse. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by MJDude. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Emibeth the grizzly bear. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. 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 black mamba head. * You've found the needed honey tree root. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Splendourstreak' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +10% lightning / +9% temporal / +3% blight / +3% acid Changes resistances penetration: +20% light Changes damage: +18% acid / +6% light A pair of boots made of leather. |
| Quiver | self-loading quiver of elm arrows of vileness (14/14, 107% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 107% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Turns elapse between self-loadings: 3 On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+4 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Dairydratar the DimusherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% darkness Changes damage: +12% nature / +6% darkness Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | FalaroyarigInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 54% Changes resistances: +12% lightning / +5% arcane / +6% darkness / +12% mind Changes resistances penetration: +20% mind / +10% acid Changes damage: +12% mind Spell save: +3 (+1 eff.) Rings make your fingers look great! |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | Chargeshine the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +15 Changes resistances: +6% lightning / +4% physical / +6% darkness Changes resistances penetration: +14% all Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Silence immunity: +20% Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Emelenn' (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Damage (Melee): 6 cold Changes stats: +3 Wil / +1 Cun / +1 Con Changes resistances: +6% cold Changes damage: +3% physical / +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Flowerserpent the cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +3 Cun Changes resistances: +3% cold / +11% all Changes resistances penetration: +25% fire Changes damage: +9% nature Critical mult.: +12.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ce'Nenne the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +3 Mag Changes resistances penetration: +20% arcane Physical save: +7 (+3 eff.) Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-6 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
healing infusion of the sneak (heal 170; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the sneak (die at -336; dur 7; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -336 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 382 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
regeneration infusion of the wizard (heal 111; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (270.00 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: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 270.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 15; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 3; phase 15; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic 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 spell talent. |
shielding rune (absorb 50; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 285; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Dexterity 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 spell talent. |
shielding rune of the titan (absorb 158; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 3 turns. Its effects scale with your Constitution 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 spell talent. |
teleportation rune (range 40; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 58; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Constitution 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 spell talent. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+17 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Armisus the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes resistances: +24% cold Changes damage: +27% arcane / +12% cold Spellpower: +20 (+6 eff.) Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level.titan's gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Samikalthodil the Quenchcast (116% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 cold / +7 nature / +12 darkness Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes resistances penetration: +10% cold Changes damage: +12% mind Sharp, short and deadly. |
elemental dwarven-steel dagger of crippling (116% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +12% lightning Changes damage: +9% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick steel greatmaul of crippling (133% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +3 Dex Combat speed: +10% Massive two-handed mauls. |
TuryrekhadRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +14 Con / +11 Wil Maximum life: +78.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe of vileness (116% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight One-handed war axes. |
Managamas the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% lightning / +3% temporal / +3% blight Blindness immunity: +20% Poison immunity: +20% Disease immunity: +20% Spell crit. chance: +4% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +6% fire / +10% cold Trap disarming bonus: +13 Stealth bonus: +8 Infravision radius: +3 A belt that goes around your waist. |
insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gilorehek the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +2 Mag / +2 Wil Changes resistances: +3% temporal / +9% nature / +3% light Blindness immunity: +10% Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Yvadheda the Sleetlash (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +11 (+4 eff.) Changes stats: +2 Dex Changes resistances penetration: +15% cold Changes damage: +12% cold Physical save: +8 (+4 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scumbane (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 2 nature Changes stats: +4 Cun / +3 Wil Changes resistances: +3% nature Changes resistances penetration: +5% mind Changes damage: +12% mind Critical mult.: +5.00% Physical save: +8 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+4 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
This item will automatically be transmogrified when you leave the level.insulating cashmere wizard hat of nature (+7%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% cold / +15% nature / +5% fire Changes damage: +10% nature A pointy cloth hat, very wizardly... |
cured leather armour 'Brandsweeper' (6 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Cun / +4 Wil Changes resistances: +6% lightning / +21% fire / +3% blight Mental save: +11 (+5 eff.) Cut immunity: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.icy dwarven-steel shield of fire resistance (+16%) (0 def, 6 armour, 84.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 13 cold Damage when hit (Melee): 4 ice Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
self-loading quiver of elm arrows (13/13, 110% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
110 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
This item will automatically be transmogrified when you leave the level.Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By MJDude the Cornac Archer level 20
30th Dusk 122nd year of Ascendancy at 16:28 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By MJDude the Cornac Archer level 17
19th Dusk 122nd year of Ascendancy at 19:09 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By MJDude the Cornac Archer level 21
55th Dusk 122nd year of Ascendancy at 02:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By MJDude the Cornac Archer level 10
2nd Mirth 122nd year of Ascendancy at 07:17 see stats
Level 20 (Exploration mode)
Got a character to level 20.By MJDude the Cornac Archer level 20
25th Dusk 122nd year of Ascendancy at 03:19 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By MJDude the Cornac Archer level 21
39th Dusk 122nd year of Ascendancy at 17:16 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By MJDude the Cornac Archer level 8
78th Pyre 122nd year of Ascendancy at 19:24 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By MJDude the Cornac Archer level 11
5th Mirth 122nd year of Ascendancy at 12:30 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By MJDude the Cornac Archer level 22
44th Haze 122nd year of Ascendancy at 08:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By MJDude the Cornac Archer level 17
4th Dusk 122nd year of Ascendancy at 20:47 see stats
Log
Forest wight casts Lightning.
You collect a new ingredient: vial of wight ectoplasm (1).
MJDude reflects damage back to Forest wight!
Forest wight hits MJDude for (62 absorbed), 0 lightning (0 total damage).
MJDude hits Forest wight for 62 reflected damage.
MJDude killed Forest wight!
MJDude shoots!
The shield around MJDude crumbles.
MJDude stops regenerating health quickly.
MJDude is no longer evading attacks.
Resting starts...
Talent Pin Down is ready to use.
Talent Infusion: Regeneration is ready to use.
MJDude uses Infusion: Regeneration.
MJDude starts regenerating health quickly.
Talent Rune: Reflection Shield is ready to use.
MJDude casts Rune: Reflection Shield.
A shield forms around MJDude.
MJDude stops regenerating health quickly.
The shield around MJDude crumbles.
Rested for 13 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: taken damage).
Something hits MJDude for 33 temporal, 35 physical (69 total damage).
MJDude shoots!


































































































