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! 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 25 / 25% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nodhenne the copperhead snake at level 15 on the 31st Dusk 122nd year of Ascendancy at 16:23 / 1 |
Primary Stats
Strength | 21.817091048378 (base 10) |
Dexterity | 20.634182096757 (base 10) |
Constitution | 48.634182096757 (base 18) |
Magic | 24.817091048378 (base 10) |
Willpower | 78.908551020061 (base 50) |
Cunning | 68.271366558409 (base 46) |
Resources
Life | 714/714 |
Hate | 30/108 |
Equilibrium | 18 |
Healing Factor | 1.1188139560973 |
Regeneration | 4.7549593134135 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 13.634182096757 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 63 |
Accuracy | 43 |
Crit Chance | 19% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 43 |
Crit Chance | 19% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Arcane | +39% |
Cold | +7% |
All | 0% |
Darkness | +15% |
Light | +20% |
Temporal | +12% |
Mind | +10% |
Fire | +17% |
Lightning | +19% |
Offense: Damage Penetration
Darkness | +17% |
Lightning | +24% |
Arcane | +5% |
Fire | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (53.292302510663%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 48 |
Mental Save | 52 |
Defense: Resistances
Blight | + 54%( 70%) |
Arcane | + 58%( 70%) |
Cold | + 55%( 70%) |
All | + 49%( 70%) |
Darkness | + 81%( 81%) |
Light | + 70%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 52%( 73%) |
Mind | + 57%( 70%) |
Fire | + 58%( 70%) |
Lightning | + 56%( 70%) |
Defense: Immunities
Silence Resistance | 24% |
Disarm Resistance | 25% |
Knockback Resistance | 18% |
Confusion Resistance | 8% |
Fear Resistance | 18% |
Stun Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 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: 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Psiblades |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.8)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 58% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 24% 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 24% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.8)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +7 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 55 mind and 57 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 89 Mind damage, and deal 93 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.8)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+24% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.8)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 (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 43% 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 failed to protect the injured seer from death by Ce'Narissra the snow giant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed naga tongue. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aerille (Misfortune) (0 def, 1 armour) Aerille (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Wil Critical mult.: +10.00% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Equilibrium when hit: +0.08 Maximum hate: +2.00 Mindpower: +15 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
Light source | brass lantern 'Blazepunish' brass lantern 'Blazepunish'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +20% lightning Maximum life: +44.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Nerygata the Blackmark (Shrouds) (0 def, 1 armour) Nerygata the Blackmark (Shrouds) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 mind Changes resistances: +11% light / +11% darkness Changes resistances penetration: +10% darkness Changes damage: +6% mind / +3% blight Mental save: +3 (+1 eff.) Maximum hate: +2.00 Mindpower: +20 (+5 eff.) Curse of Shrouds A cap made of leather. |
On hands | scouring hardened leather gloves of the juggernaut (Misfortune) (0 def, 2 armour) scouring hardened leather gloves of the juggernaut (Misfortune) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 18 arcane resource burn Changes stats: +4 Con Physical save: +13 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str 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: Juggernaut (10% chance level 1). On weapon hit: * 21 arcane resource burn Damage (Melee): +7 physical Activating this item is instant. Curse of Misfortune It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of psionic shield 'Ulfygar' [power 45] (25 cooldown) steel torque of psionic shield 'Ulfygar' [power 45] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% temporal / +5% arcane / +6% mind Life regen: +2.00 Healing mod.: +5% It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. * Increase all damage by 14% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | Betogawyn (Madness) Betogawyn (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +12% arcane Changes resistances penetration: +5% arcane Changes damage: +12% arcane Critical mult.: +10.00% Silence immunity: +24% Mana each turn: +0.13 Vim when firing critical spell: +2.00 Mindpower: +7 (+2 eff.) Curse of Madness Rings make your fingers look great! |
On fingers | copper ring 'Gunymazor' (Nightmares) copper ring 'Gunymazor' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Defense: +10 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +2 Con Changes resistances: +6% blight Spell save: +11 (+4 eff.) Maximum stamina: +12.00 Mental crit. chance: +4% Curse of Nightmares Rings make your fingers look great! |
Around neck | steel amulet 'Porarianor' steel amulet 'Porarianor'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Con Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +80.00 Healing mod.: +15% Amulets make your neck look great! |
In main hand | projecting thorny mindstar of storms (Shrouds) (10-10 power, 37 apr, mind damage) projecting thorny mindstar of storms (Shrouds) (10-10 power, 37 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 82% Wil, 49% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +4 Str / +1 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +4% lightning Changes resistances penetration: +4% lightning Changes damage: +19% lightning / +5% fire / +7% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Aryyamira the rough leather belt (Nightmares) Aryyamira the rough leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +5 Cun Changes resistances: +9% lightning Stealth bonus: +6 Equilibrium when hit: +0.08 Mindpower: +15 (+4 eff.) Mental crit. chance: +2% Curse of Nightmares A belt that goes around your waist. |
In off hand | horrifying thorny mindstar of flames (Misfortune) (8-9 power, 37 apr, mind damage) horrifying thorny mindstar of flames (Misfortune) (8-9 power, 37 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 82% Wil, 49% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 fire / 5 mind / 5 darkness Changes resistances: +9% fire Changes resistances penetration: +6% fire Changes damage: +12% fire / +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Global speed: +5% Curse of Misfortune 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 | Malokan the cashmere cloak (Madness) (12 def, 8 armour) Malokan the cashmere cloak (Madness) (12 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Str / +3 Dex / +3 Con Changes resistances: +3% blight / +12% cold / +14% darkness / +6% light Changes resistances penetration: +7% darkness Changes damage: +10% darkness Talent mastery: +0.30 Technique / Combat training Stealth bonus: +10 Spell save: +6 (+2 eff.) Stamina each turn: +0.80 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Elenayarig the elven-silk robe (Corpses) (0 def, 0 armour) Elenayarig the elven-silk robe (Corpses) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +30% light / +16% darkness / +9% fire / +17% mind / +15% all Changes damage: +12% temporal / +27% arcane / +20% light Physical save: +14 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +26 (+8 eff.) Blindness immunity: +20% Maximum mana: +35.00 Maximum hate: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the titan (die at -386; dur 6; cd 26) heroism infusion of the titan (die at -386; dur 6; cd 26)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: 26 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 6 turns. While Heroism is active, you will only die when reaching -386 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 386 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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. 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. |
Singequencher SingequencherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 4 fire Changes resistances: +10% cold / +11% fire / +3% physical Changes damage: +3% physical Stamina each turn: +1.00 Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% 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 393 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
restful copper amulet of healing restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +40% Life regen: +2.00 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 452 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Earthen Beads 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 (+1 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 428 (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. |
mindweaver's steel amulet mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
stabilizing steel amulet of magic (+4) stabilizing steel amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +13% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets make your neck look great! |
stabilizing steel amulet of strength (+4) stabilizing steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
Flamenail FlamenailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +5 (+3 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +16% mind / +3% fire Changes resistances penetration: +10% fire Critical mult.: +15.00% Confusion immunity: +28% Amulets make your neck look great! |
Saleda the Lustreoblivion Saleda the LustreoblivionCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Fatigue: -6% Changes stats: +4 Wil Changes resistances: +3% light Changes resistances penetration: +5% arcane Changes damage: +7% physical Mental save: +7 (+2 eff.) Confusion immunity: +11% Life regen: +3.00 Maximum vim: +30.00 Mindpower: +8 (+2 eff.) Light radius: +3 Combat speed: +10% Amulets make your neck look great! |
restful gold amulet of dexterity (+5) restful gold amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex Life regen: +3.00 Amulets make your neck look great! |
Brighttyphoon the copper ring (Misfortune) Brighttyphoon the copper ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+11 eff.) Changes stats: +1 Con Changes resistances: +6% light / +22% cold Changes damage: +11% cold Maximum stamina: +10.00 Light radius: +1 Curse of Misfortune Rings make your fingers look great! |
conjurer's copper ring (Madness) conjurer's copper ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+2 eff.) Curse of Madness Rings make your fingers look great! |
copper ring 'Filthkiller' (Misfortune) copper ring 'Filthkiller' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 nature Changes resistances: +20% lightning Changes resistances penetration: +10% nature Changes damage: +10% lightning Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Rings make your fingers look great! |
copper ring of arcana (+0.13/turn) (Nightmares) copper ring of arcana (+0.13/turn) (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.13 Curse of Nightmares Rings make your fingers look great! |
marksman's copper ring of corrosion (+20%) (Nightmares) marksman's copper ring of corrosion (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Curse of Nightmares Rings make your fingers look great! |
marksman's copper ring of power (Nightmares) marksman's copper ring of power (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +7 (+4 eff.) Changes stats: +2 Dex Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
marksman's copper ring of power (Nightmares) marksman's copper ring of power (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Physical power: +6 (+3 eff.) Changes stats: +3 Dex Spellpower: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
marksman's copper ring of sensing (Nightmares) marksman's copper ring of sensing (Nightmares)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 Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +7 Curse of Nightmares Rings make your fingers look great! |
mule's copper ring (Misfortune) mule's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Curse of Misfortune Rings make your fingers look great! |
psionicist's copper ring of perseverance (Misfortune) psionicist's copper ring of perseverance (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Curse of Misfortune Rings make your fingers look great! |
psionicist's copper ring of perseverance (Nightmares) psionicist's copper ring of perseverance (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Curse of Nightmares Rings make your fingers look great! |
rogue's copper ring of perseverance (Shrouds) rogue's copper ring of perseverance (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +24% Life regen: +2.00 Curse of Shrouds Rings make your fingers look great! |
titan's copper ring of lightning (+20%) (Shrouds) titan's copper ring of lightning (+20%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
Wheel of Fate (Nightmares) Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares 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? |
conjurer's steel ring of clarity (Corpses) conjurer's steel ring of clarity (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil Mental save: +9 (+3 eff.) Confusion immunity: +25% Spellpower: +8 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
conjurer's steel ring of pilfering (Nightmares) conjurer's steel ring of pilfering (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +5 Mag / +4 Wil Spellpower: +8 (+2 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! |
marksman's steel ring of clarity (Nightmares) marksman's steel ring of clarity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Mental save: +6 (+2 eff.) Confusion immunity: +24% Curse of Nightmares Rings make your fingers look great! |
psionicist's steel ring (Misfortune) psionicist's steel ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
savior's steel ring of pilfering (Madness) savior's steel ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Curse of Madness 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! |
solipsist's steel ring (Shrouds) solipsist's steel ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
steel ring 'Infernopall' (Misfortune) steel ring 'Infernopall' (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +20% lightning / +3% temporal / +6% blight / +3% fire / +6% nature Changes damage: +10% lightning / +3% fire / +3% temporal Mental save: +6 (+2 eff.) Poison immunity: +14% Disease immunity: +12% Curse of Misfortune Rings make your fingers look great! |
steel ring (Nightmares) steel ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 2 Curse of Nightmares Rings make your fingers look great! |
steel ring of frost (+24%) (Corpses) steel ring of frost (+24%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Curse of Corpses Rings make your fingers look great! |
steel ring of luminosity (Misfortune) steel ring of luminosity (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 10 light Changes stats: +2 Mag Changes damage: +11% light Curse of Misfortune Rings make your fingers look great! |
steel ring of pilfering (Shrouds) steel ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Curse of Shrouds 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! |
steel ring of pilfering (Shrouds) steel ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Curse of Shrouds 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! |
wizard's steel ring of time (+11%) (Madness) wizard's steel ring of time (+11%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Spell save: +6 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element) Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+7 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% Curse of Nightmares It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Gravitational Staff (Corpses) (30-36 power, 8 apr, physical element) Gravitational Staff (Corpses) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+6 eff.) Spell crit. chance: +7% Curse of Corpses It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 4.5 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 64.37 physical (gravity) damage. Each target moved beyond the first increases the damage by 8.05 (up to a maximum of 32.19 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
stormwoven woollen robe of life (Corpses) (0 def, 0 armour) stormwoven woollen robe of life (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +6% blight / +7% cold / +7% lightning / +9% all Changes damage: +11% lightning / +5% physical / +10% cold Life regen: +2.00 Maximum life: +49.00 Healing mod.: +13% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of life (Misfortune) (0 def, 0 armour) dreamer's cashmere robe of life (Misfortune) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% blight / +12% darkness / +13% mind / +11% all Physical save: +12 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +20 (+6 eff.) Life regen: +2.70 Maximum life: +46.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen cloak 'Chargeidol' (Nightmares) (1 def, 0 armour) linen cloak 'Chargeidol' (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +1 Mag Changes resistances: +9% lightning / +3% physical / +12% darkness / +9% nature Changes resistances penetration: +6% darkness Changes damage: +6% darkness / +6% lightning Stealth bonus: +7 Disarm immunity: +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchenvy the pair of iron boots (Shrouds) (0 def, 7 armour) Pitchenvy the pair of iron boots (Shrouds) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Fatigue: +2% Changes stats: +3 Dex / +3 Mag / +2 Cun Changes damage: +3% darkness Stamina each turn: +2.00 Maximum stamina: +20.00 See invisible: +6 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 157% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Cyrubreta' (Misfortune) (0 def, 5 armour) pair of iron boots 'Cyrubreta' (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +2 Dex / +1 Con Changes resistances: +12% light / +5% arcane Maximum psi: +20.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Infravision radius: +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gozilandil the pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Gozilandil the pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +7 Wil / +5 Cun / +4 Con Changes resistances: +8% lightning / +6% temporal Changes resistances penetration: +7% physical Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Psi when hit: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +5 (+1 eff.) Curse of Nightmares 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 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (Corpses) (0 def, 5 armour) Storm Bringer's Gauntlets (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). Curse of Corpses This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Murkpulverizer the iron helm (Shrouds) (0 def, 3 armour) Murkpulverizer the iron helm (Shrouds) (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% Effects on melee hit: * 10% chance to reduce damage dealt by 32% Changes resistances: +9% blight / +6% cold / +6% nature Changes resistances penetration: +5% cold Allows you to breathe in: water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chovon the Treepanic (Madness) (0 def, 4 armour) Chovon the Treepanic (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +2 Str / +5 Dex / +3 Cun Changes resistances: +13% light / +13% darkness / +3% nature Reduces incoming crit damage: 10.00% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rungof's Fang 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. |
Zubera (dig speed 29 turns) Zubera (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Defense: +25 (+8 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun Changes damage: +6% mind Equilibrium when hit: +0.04 Mindpower: +5 (+1 eff.) Light radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One 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 (+1 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 20 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 Foot 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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) 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 301/400. 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. |
Achievements
By Ryla the Cornac Doomed level 10
1st Flare 122nd year of Ascendancy at 06:37 see stats
By Ryla the Cornac Doomed level 23
33rd Haze 122nd year of Ascendancy at 15:18 see stats
By Ryla the Cornac Doomed level 20
58th Dusk 122nd year of Ascendancy at 19:31 see stats
By Ryla the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 08:01 see stats
By Ryla the Cornac Doomed level 20
58th Dusk 122nd year of Ascendancy at 10:31 see stats
By Ryla the Cornac Doomed level 22
65th Dusk 122nd year of Ascendancy at 15:19 see stats
By Ryla the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 09:30 see stats
By Ryla the Cornac Doomed level 10
1st Dusk 122nd year of Ascendancy at 08:01 see stats
By Ryla the Cornac Doomed level 22
65th Dusk 122nd year of Ascendancy at 13:05 see stats
By Ryla the Cornac Doomed level 10
3rd Flare 122nd year of Ascendancy at 07:37 see stats
By Ryla the Cornac Doomed level 15
31st Dusk 122nd year of Ascendancy at 16:23 see stats
Log
Ryla wears: projecting thorny mindstar of storms (Shrouds) (10-10 power, 24 apr, mind damage).
You gain 2.99 gold from the transmogrification of thorny mindstar of disruption (Nightmares) (8-9 power, 24 apr, mind damage).
There is an exit to the worldmap here (press '' or right click to use).
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Talent Attune Mindstar is ready to use.
Today is the 38th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Today is the 39th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 41st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
You carefully get away without making a sound.
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:03.
Today is the 43rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
There is a A mysterious hole in the beach here (press '' or right click to use).