











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 28 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by cold drake hatchling at level 28 on the 22nd Regrowth 123rd year of Ascendancy at 21:09 / 1 |
Primary Stats
| Strength | 25.817091048378 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 30.634182096757 (base 24) |
| Magic | 18.817091048378 (base 10) |
| Willpower | 88.634182096757 (base 60) |
| Cunning | 54.634182096757 (base 42) |
Resources
| Life | -85/591 |
| Hate | 94/100 |
| Equilibrium | 28 |
| Healing Factor | 1.4742317056116 |
| Regeneration | 10.688179865684 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Invisible | 18.634182096757 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Arcane | +6% |
| Mind | +21% |
| All | 0% |
| Darkness | +8% |
| Light | +4% |
| Physical | +13% |
| Cold | +10% |
| Fire | +14% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (54.823135475018%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 34 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 30%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 26%( 70%) |
| Physical | + 45%( 75%) |
| Mind | + 33%( 70%) |
| Darkness | + 46%( 77%) |
| Fire | + 28%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 38% |
| Bleed Resistance | 50% |
| Confusion Resistance | 38% |
| Fear Resistance | 18% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.8)Penalty : Fear of Death: -8% 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+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +11 Darkness Resistance, +7% 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. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 54 mind and 48 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 75 Mind damage, and deal 67 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Belytha the snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Saia. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by snow giant thunderer. Escort: worried loremaster (level 1 of Daikara) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (Madness) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Madness It can be used to activate talent Telekinetic Leap (costing 20 power out of 5/20) : Effective talent level: 5.4 Power cost: 20 out of 5/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Arariawen the DawnspikePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +7% light / +14% darkness Changes damage: +8% darkness Damage affinity(heal): +5% darkness Teleport immunity: +20% Spellpower: +5 (+3 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +7 See invisible: +5 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: 2.5 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 10 turns and deals 23 blight damage or heals 34 life. Creatures standing in the retch also have 20% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Purewilder the dwarven-steel helm (Shrouds) (7 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +7 (+3 eff.) Armour: +6 Defense: +7 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 59% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +12% acid / +7% physical Changes resistances penetration: +10% acid Physical save: +8 (+3 eff.) Infravision radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Zubymina the hardened leather gloves (Nightmares) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 10 light / 3 fire / 5 cold / 3 lightning Changes stats: +4 Dex / +3 Mag / +2 Wil Changes resistances: +7% light Changes damage: +4% light Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +16.00 Maximum psi: +10.00 See invisible: +6 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +7 ice / +6 fire / +9 acid / +13 lightning Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glorytira the steel torque of mindblast [power 170] (32/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +6% nature Reduces incoming crit damage: 5.00% Maximum life: +20.00 It can be used to blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of clarity (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +9 (+3 eff.) Confusion immunity: +20% Curse of Misfortune Rings make your fingers look great! |
| On fingers | Ring of Growth (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | ZerorainInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% lightning / +5% arcane / +9% acid Changes damage: +6% arcane Cut immunity: +50% Stun/Freeze immunity: +20% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 352 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | wyrm's thorny mindstar (Corpses) (10-11 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 4 physical / 4 cold / 4 acid / 4 fire Changes resistances: +4% lightning / +3% physical / +4% fire / +3% cold / +4% acid Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) 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. |
| Around waist | rough leather belt 'Belekira' (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Con Changes damage: +9% mind Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) Infravision radius: +1 Curse of Nightmares A belt that goes around your waist. |
| In off hand | wyrm's thorny mindstar (Nightmares) (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning / 3 physical / 5 fire / 5 acid / 2 cold Changes resistances: +4% lightning / +4% physical / +5% cold / +2% fire / +4% acid Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Flarewire' (Corpses) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +9% mind Changes damage: +3% acid / +9% fire / +12% mind Mental crit. chance: +4% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of alchemy (Madness) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% acid / +10% physical / +12% darkness / +10% fire / +10% cold / +13% mind / +11% all Changes damage: +8% acid / +5% physical / +5% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +14 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the psychic (res 33%; physical; dur 2; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 34%; mental; dur 2; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 21%; magical; dur 4; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
copper amulet 'Torchvagrant'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +13% nature / +11% blight Changes resistances penetration: +15% fire Changes damage: +3% fire Reduces incoming crit damage: 10.00% Poison immunity: +20% Disease immunity: +22% Light radius: +3 Amulets make your neck look great! |
copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 26% * 6% chance to blind Changes damage: +6% light / +6% darkness Amulets make your neck look great! |
restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 339 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eryhell the ShockmightCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Wil / +5 Cun Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Physical save: +13 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+4 eff.) Light radius: +3 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Kindleripper the steel amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +13 Damage when hit (Melee): 8 light Changes resistances: +9% lightning / +6% blight / +15% nature / +5% arcane / +9% acid Critical mult.: +11.00% Curse of Shrouds Amulets make your neck look great! |
insulating steel amulet of perfection (0.16 Cursed / Darkness,0.16 Cursed / One with shadows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% fire / +16% cold Talent masteries: +0.16 Cursed / Darkness +0.16 Cursed / One with shadows Amulets make your neck look great! |
restful steel amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +3.00 Curse of Misfortune Amulets make your neck look great! |
savior's steel amulet (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +14 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Corpses Amulets make your neck look great! |
starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +14% darkness Blindness immunity: +26% Amulets make your neck look great! |
steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +10 Critical mult.: +11.00% Amulets make your neck look great! |
warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Ebonyprophet the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% mind / +9% darkness Critical mult.: +15.00% Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 308 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mindweaver's gold amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 26% * 5% chance to blind Changes stats: +2 Wil Changes damage: +7% light / +5% darkness Mental save: +7 (+2 eff.) Confusion immunity: +13% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
serendipitous gold amulet of mastery (0.16 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+8 eff.) Defense: +7 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.16 Technique / Combat training Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
starlit gold amulet of mastery (0.18 Cursed / Force of will)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% light / +11% darkness Talent mastery: +0.18 Cursed / Force of will Blindness immunity: +25% Amulets make your neck look great! |
conjurer's copper ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +6 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
copper ring 'Hazecutter' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +3 Con Changes resistances: +3% lightning / +9% cold / +5% arcane / +3% mind Changes damage: +3% cold Physical save: +6 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
copper ring of frost (+22%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Curse of Corpses Rings make your fingers look great! |
marksman's copper ring of light (+22%) (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Curse of Shrouds Rings make your fingers look great! |
rogue's copper ring of sensing (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Curse of Corpses Rings make your fingers look great! |
warrior's copper ring of frost (+22%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% cold Changes damage: +11% cold Curse of Corpses Rings make your fingers look great! |
Coalglean (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +9% darkness Changes damage: +9% blight Mental save: +9 (+3 eff.) Confusion immunity: +29% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Curse of Nightmares Rings make your fingers look great! |
marksman's steel ring of clarity (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Mental save: +7 (+2 eff.) Confusion immunity: +30% Curse of Misfortune Rings make your fingers look great! |
marksman's steel ring of corrosion (+20%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Changes stats: +4 Dex Changes resistances: +20% acid Changes damage: +10% acid Curse of Madness Rings make your fingers look great! |
mule's steel ring of corrosion (+20%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +22 Curse of Misfortune Rings make your fingers look great! |
mule's steel ring of darkness (+22%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +22 Curse of Nightmares Rings make your fingers look great! |
psionicist's steel ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
psionicist's steel ring of aether (+10%) (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% arcane Changes damage: +10% arcane Mental save: +4 (+1 eff.) Curse of Madness Rings make your fingers look great! |
savior's steel ring of blight (+10%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
steel ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+7 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of nature (+22%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
warrior's steel ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+7 eff.) Armour penetration: +9 Armour: +6 Defense: +9 (+4 eff.) Changes stats: +3 Str Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +4 Con Curse of Madness Rings make your fingers look great! |
gold ring 'Betorarera' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +12% blight / +3% mind / +5% arcane / +6% lightning Maximum encumbrance: +28 Teleport immunity: +20% Curse of Corpses Rings make your fingers look great! |
gold ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +3.00 Curse of Corpses Rings make your fingers look great! |
psionicist's gold ring of pilfering (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +11 Defense: +9 (+4 eff.) Changes stats: +2 Wil Mental save: +4 (+1 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bokulathahell (Nightmares) (44-67 power, 16 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 arcane Damage (radius 2) on crit: +4 arcane When wielded/worn: Armour penetration: +13 Physical crit. chance: +30.0% Changes stats: +2 Str / +2 Mag Changes damage: +6% arcane Critical mult.: +23.00% Curse of Nightmares Massive two-handed battleaxes. |
Bloomsoul (Madness) (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 51 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (Nightmares) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a bright warm light, but seems somehow incomplete. |
Charged Focus (Nightmares) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Curse of Nightmares Electrical energies are focussed in the core of this mindstar. |
honing thorny mindstar of disruption (Madness) (10-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +13% Unnatural When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scale Mail of Kroltar (Misfortune) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 43.74 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Glorawe the Charwill (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 10 fire Changes resistances: +8% blight Changes damage: +6% blight / +3% fire / +6% temporal The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Bethywen (Nightmares) (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% mind Changes resistances penetration: +10% mind Critical mult.: +15.00% Mental save: +15 (+5 eff.) Mindpower: +20 (+7 eff.) Infravision radius: +2 Curse of Nightmares A pair of boots made of leather. |
Veletira (Shrouds) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +4 Wil Changes resistances: +20% blight / +2% physical / +5% arcane Changes resistances penetration: +7% physical Mindpower: +5 (+2 eff.) Healing mod.: +20% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Cuthygund' (Corpses) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Changes resistances: +9% temporal Changes damage: +3% mind Reduces incoming crit damage: 10.00% Spell save: +15 (+7 eff.) Blindness immunity: +20% Silence immunity: +20% Healing mod.: +10% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Cyrema the cashmere wizard hat (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances penetration: +15% mind / +10% acid Mental save: +18 (+6 eff.) Equilibrium when hit: +2.14 Psi when hit: +1.40 Hate when hit: +1.60 Maximum psi: +20.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
Durudil the iron helm (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +6% acid Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum life: +60.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Keroldil' (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +3% mind / +5% cold Allows you to breathe in: water Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +4% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
2 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. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Salydhewyn (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+8 eff.) Armour penetration: +7 Defense: +10 (+5 eff.) Changes stats: +2 Str Changes resistances: +8% darkness / +7% fire Changes damage: +9% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
yew totem of stinging 'Gorydrabers' [power 266] (32/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +25% mind / +20% temporal Changes damage: +3% mind It can be used to sting an enemy dealing 287 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Saia the Cornac Doomed level 11
3rd Dusk 122nd year of Ascendancy at 11:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Saia the Cornac Doomed level 24
59th Haze 122nd year of Ascendancy at 17:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saia the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 11:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Saia the Cornac Doomed level 20
12nd Haze 122nd year of Ascendancy at 08:14 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Saia the Cornac Doomed level 19
2nd Haze 122nd year of Ascendancy at 02:52 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Saia the Cornac Doomed level 18
53rd Dusk 122nd year of Ascendancy at 10:26 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Saia the Cornac Doomed level 28
22nd Regrowth 123rd year of Ascendancy at 21:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Saia the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 13:01 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Saia the Cornac Doomed level 26
62nd Haze 122nd year of Ascendancy at 12:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Saia the Cornac Doomed level 11
15th Dusk 122nd year of Ascendancy at 22:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Saia the Cornac Doomed level 23
50th Haze 122nd year of Ascendancy at 15:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saia the Cornac Doomed level 17
50th Dusk 122nd year of Ascendancy at 06:40 see stats
Log
Terror misses Gliwyn the ice wyrm.
Terror misses Gliwyn the ice wyrm.
Gliwyn the ice wyrm performs a melee critical strike against Terror!
Terror is poisoned!
Terror starts to bleed.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Cold drake hatchling misses Saia.
Gliwyn the ice wyrm hits Terror for 31 fire damage.
Gliwyn the ice wyrm hits Shadow for 0 fire damage.
Gliwyn the ice wyrm hits Terror for 90 physical, 20 physical, 31 fire, 57 physical, 6 nature, 0 arcane, 20 physical (225 total damage).
Gliwyn the ice wyrm hits Terror for 34 mind, 31 fire, 20 physical (86 total damage).
Gliwyn the ice wyrm hits Terror for 27 fire damage.
Cold drake hatchling misses Shadow.
You have deflected 17 incoming damage!
Gliwyn the ice wyrm's Beyond the Flesh hits Terror for 75 physical, 12 cold, 20 physical (108 total damage).
Cold drake hatchling hits Saia for (17 deflected), 18 physical (18 total damage).
Melee retaliation hits Cold drake hatchling for 9 mind damage.
Saia's purging blight area effect hits Gliwyn the ice wyrm for 35 blight damage.
Saia's purging blight area effect hits Terror for 40 blight damage.
Saia's purging blight area effect hits Terror for 40 blight damage.
Saia's purging blight area effect hits Terror for 33 blight damage.
Saia's purging blight area effect hits Cold drake hatchling for 40 blight damage.
Saia's purging blight area effect hits Terror for 40 blight damage.
Saia's purging blight area effect hits Terror for 40 blight damage.
Saia's nightmare area effect hits Cold drake hatchling for 105 mind damage.
Saia's nightmare area effect hits Gliwyn the ice wyrm for 97 mind damage.
Saia the level 28 cornac doomed was eviscerated to death by a cold drake hatchling on level 4 of Daikara.































































































