Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Ignore Race/Class Locks 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 21 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 23:21 0 / 5Killed by Shardskin at level 13 on the 59th Dusk 122nd year of Ascendancy at 03:38 Killed by Salynne the bone giant at level 20 on the 29th Pyre 123rd year of Ascendancy at 21:13 Killed by Eliwe the lesser vampire at level 20 on the 29th Pyre 123rd year of Ascendancy at 22:06 Killed by snow giant thunderer at level 21 on the 2nd Mirth 123rd year of Ascendancy at 01:18 |
Primary Stats
| Strength | 55 (base 45) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 57 (base 37) |
| Cunning | 21 (base 10) |
Resources
| Life | 487/487 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 0.95226417321205 |
| Regeneration | 0.38090566928482 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 60 |
| Crit Chance | 22% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
| Physical | +22% |
| Arcane | +3% |
| Nature | +16% |
Offense: Damage Penetration
| Darkness | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 44.92 (69%) |
| Defense | 26.1 |
| Ranged Defense | 28.6 |
| Fatigue | 29 |
| Physical Save | 37.625 |
| Spell Save | 21.55 |
| Mental Save | 23.475 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Physical | + 16%( 76%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 233 life. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Horrible visions fill your mind. Level 5 Curse of Nightmares 5: 5%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Level 1: Removed from Reality: +6 Physical Resistance, +6 Maximum Physical Resistance Level 2: -1 Luck, +9 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 5% chance of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 5, Cursed Aura Curse of Misfortune 5Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +10 Defense, +5 Ranged Defense Level 2: -1 Luck, +9 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+50% chance to avoid traps). Level 4: Unfortunate End: There is a 40% chance that the damage you deal will increase by 60% if it is enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Dazzlegrit (0 def, 4 armour) (Misfortune) Dazzlegrit (0 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 4 arcane / 8 light Changes resistances penetration: +10% arcane Changes damage: +3% arcane 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. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Deepsvalor (0 def, 3 armour) (Nightmares) Deepsvalor (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer hits(melee): 4 temporal Changes resistances penetration: +5% darkness Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour) (Misfortune) iron gauntlets of strength (+2) (0 def, 1 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +3 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | anchoring copper amulet of strength (+2) anchoring copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% temporal Knockback immunity: +21% Amulets can have magical properties. |
| In main hand | Torchwrack the steel waraxe (10-14 power, 3 apr) (Misfortune) Torchwrack the steel waraxe (10-14 power, 3 apr) (Misfortune)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +5 Physical crit. chance: +12.0% Physical power: +13 Defense: +6 Damage when the wearer hits(melee): 4 fire Changes resistances: +5% arcane / +6% nature / +3% acid Curse of Misfortune One-handed war axes. |
| Around waist | Layybrenor (Nightmares) Layybrenor (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Damage when the wearer is hit: 12 blight Spell crit. chance: +1% Defense after a teleport: +5 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares) Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 0/8) : Effective talent level: 2.0 Power cost: 8 out of 0/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 108.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) (Nightmares) enveloping linen cloak of Iron Throne (7 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +2 Str / +1 Con 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. |
| Main armor | Buralar the stralite plate armour (7 def, 26 armour) (Nightmares) Buralar the stralite plate armour (7 def, 26 armour) (Nightmares)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +7 Fatigue: +21% Changes stats: +2 Cun Damage when the wearer is hit: 4 mind Changes resistances: +5% physical / +10% fire / +29% cold / +9% lightning / +8% acid Physical save: +9 Hate when firing a critical mind attack: +4.00 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune of the wizard (83 acid damage; power 13; dur 3)acid wave rune of the wizard (83 acid damage; power 13; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 83.00 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 13 for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
solipsist's steel ring of misery solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Mindpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
wizard's copper ring of sensing wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Blindness immunity: +20% See stealth: +6 See invisible: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (17.5-26.25 power, 2 apr) (Madness)steel battleaxe (17.5-26.25 power, 2 apr) (Madness) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Curse of Madness Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr) (Misfortune) Unerring Scalpel (15-19.5 power, 25 apr) (Misfortune)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Curse of Misfortune This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (19.5-25.35 power, 7 apr) (Madness)dwarven-steel dagger (19.5-25.35 power, 7 apr) (Madness) Requires: - Dexterity 24 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
slime-covered dwarven-steel greatmaul of banishment (43-64.5 power, 2 apr) (Shrouds) slime-covered dwarven-steel greatmaul of banishment (43-64.5 power, 2 apr) (Shrouds)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +9 slime Damage against: +12% Demon When wielded/worn: Changes stats: +4 Wil Curse of Shrouds Massive two-handed maul. |
Spectral Blade (24-38.4 power, 4 apr) (Nightmares) Spectral Blade (24-38.4 power, 4 apr) (Nightmares)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 90% Damage when this weapon hits: +10 arcane When wielded/worn: See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword (21.5-34.4 power, 2 apr) (Shrouds)acidic steel greatsword (21.5-34.4 power, 2 apr) (Shrouds) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid Curse of Shrouds Massive two-handed swords. |
gifted thorny mindstar of clarity (9-9.9 power, 24 apr, mind damage) (Nightmares) gifted thorny mindstar of clarity (9-9.9 power, 24 apr, mind damage) (Nightmares)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mental save: +4 Maximum psi: +22.00 Mindpower: +7 Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. steady hardened leather sling of cunning (+4) (Nightmares)steady hardened leather sling of cunning (+4) (Nightmares) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 When wielded/worn: Accuracy: +5 Changes stats: +4 Cun Talent cooldown: Steady Shot (-1 turn) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Staff of Destruction (20-24 power, 4 apr, fire damage) (Nightmares)Staff of Destruction (20-24 power, 4 apr, fire damage) (Nightmares) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% Curse of Nightmares This unique-looking staff is carved with runes of destruction. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of might (25-30 power, 4 apr, lightning damage) (Madness)potent yew magestaff of might (25-30 power, 4 apr, lightning damage) (Madness) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (16-22.4 power, 3 apr) (Madness) Skullcleaver (16-22.4 power, 3 apr) (Madness)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Madness A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
Wrap of Stone (0 def, 10 armour) (Madness) Wrap of Stone (0 def, 10 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 Curse of Madness It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 44.01 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
thick linen cloak of Eldoral (1 def, 6 armour) (Shrouds) thick linen cloak of Eldoral (1 def, 6 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Cun / +2 Dex Changes resistances: +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of stability (1 def, 5 armour) (Corpses) thick linen cloak of stability (1 def, 5 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +12% cold Physical save: +6 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) (Nightmares) Robe of Force (12 def, 8 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% Curse of Nightmares It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Barkzeal (0 def, 3 armour) (Corpses) Barkzeal (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 2 nature Changes resistances: +6% nature Changes resistances penetration: +10% nature / +10% blight Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour) (Corpses) Eden's Guile (2 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of iron boots of uncanny dodging (3 def, 7 armour) (Corpses) miner's pair of iron boots of uncanny dodging (3 def, 7 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Ranged Defense: +2 Fatigue: +2% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) (Misfortune) scholar's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) (Misfortune)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 Ranged Defense: +4 Fatigue: +3% Spellpower: +4 Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Biletrail (0 def, 2 armour) (Misfortune)Biletrail (0 def, 2 armour) (Misfortune) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer is hit: 8 nature Changes resistances: +12% darkness Changes damage: +9% nature Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets of strength (+3) (0 def, 1 armour) (Shrouds) corrosive iron gauntlets of strength (+3) (0 def, 1 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 5 acid Changes resistances: +5% acid Changes damage: +4% acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) (Corpses) iron gauntlets of dexterity (+2) (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of dexterity (+3) (0 def, 7 armour) (Shrouds) sand hardened leather gloves of dexterity (+3) (0 def, 7 armour) (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour: +7 Changes stats: +3 Dex Damage when the wearer hits(melee): 6 physical Changes damage: +6% physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlewar (0 def, 3 armour) (Shrouds) Kindlewar (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 12 light Changes resistances penetration: +5% mind Changes damage: +12% mind Light radius: +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayobrevena (0 def, 3 armour) (Corpses) Mayobrevena (0 def, 3 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Critical mult.: +5.00% Spell save: +6 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +2 Curse of Corpses A cap made of leather. |
miner's rough leather cap of strength (+2) (0 def, 2 armour) (Corpses) miner's rough leather cap of strength (+2) (0 def, 2 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 Curse of Corpses A cap made of leather. |
prismatic dwarven-steel helm of constitution (+2) (0 def, 4 armour) (Shrouds) prismatic dwarven-steel helm of constitution (+2) (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +12% darkness / +12% light Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour) (Shrouds) rough leather cap of strength (+3) (0 def, 1 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of resilience (2 def, 13 armour) (Shrouds)impenetrable steel mail armour of resilience (2 def, 13 armour) (Shrouds) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% Maximum life: +20.00 Curse of Shrouds A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) (Shrouds) Skin of Many (12 def, 6 armour) (Shrouds)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Shrouds The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (12 def, 10 armour) (Misfortune) The Untouchable (12 def, 10 armour) (Misfortune)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +10 Defense: +12 Changes stats: +5 Cun Curse of Misfortune This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
prismatic hardened leather armour of command (8 def, 10 armour) (Shrouds) prismatic hardened leather armour of command (8 def, 10 armour) (Shrouds)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +8 Fatigue: +8% Changes stats: +1 Cun Changes resistances: +12% darkness / +12% light Mental save: +13 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of temporal resistance (3 def, 6 armour) (Corpses)spiked hardened leather armour of temporal resistance (3 def, 6 armour) (Corpses) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 12 physical Changes resistances: +19% temporal Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Borfast's Cage (10 def, 15 armour) (Madness)Borfast's Cage (10 def, 15 armour) (Madness) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Madness Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level. steel plate armour of stability (4 def, 9 armour) (Corpses)steel plate armour of stability (4 def, 9 armour) (Corpses) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Physical save: +12 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of stability (4 def, 9 armour) (Nightmares)steel plate armour of stability (4 def, 9 armour) (Nightmares) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Physical save: +12 Curse of Nightmares A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) (Nightmares) Coral Spray (8 def, 8 armour, 48 block) (Nightmares)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (12/12, 18-25.2 power, 7 apr)quiver of ash arrows (12/12, 18-25.2 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. acidic pouch of dwarven-steel shots of accuracy (15/15, 29.5-35.4 power, 3 apr)acidic pouch of dwarven-steel shots of accuracy (15/15, 29.5-35.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 15 Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits(ranged): +5 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots of psychokinesis (21/21, 19.5-23.4 power, 2 apr)barbed pouch of steel shots of psychokinesis (21/21, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 Special effect when this weapon hits: 10% chance to knock the target back Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +5 physical / +8 bleed Shots are used with slings to pummel your foes to death. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. ash wand of trap destruction [power 42] (15 cooldown)ash wand of trap destruction [power 42] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm any known traps in a line (disarm power 42), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz 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% Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By cursed human the Cornac Cursed level 11
45th Dusk 122nd year of Ascendancy at 00:53 see stats
Exterminator
Killed 1000 creatures.By cursed human the Cornac Cursed level 19
60th Regrowth 123rd year of Ascendancy at 16:29 see stats
Level 10
Got a character to level 10.By cursed human the Cornac Cursed level 10
3rd Dusk 122nd year of Ascendancy at 09:50 see stats
Level 20
Got a character to level 20.By cursed human the Cornac Cursed level 20
76th Regrowth 123rd year of Ascendancy at 00:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By cursed human the Cornac Cursed level 17
19th Haze 122nd year of Ascendancy at 05:42 see stats
The Arena
Unlocked Arena mode.By cursed human the Cornac Cursed level 10
16th Dusk 122nd year of Ascendancy at 15:11 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By cursed human the Cornac Cursed level 18
45th Regrowth 123rd year of Ascendancy at 00:50 see stats
The secret city
Discovered the truth about mages.By cursed human the Cornac Cursed level 8
1st Summertide 122nd year of Ascendancy at 15:05 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By cursed human the Cornac Cursed level 21
1st Mirth 123rd year of Ascendancy at 02:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By cursed human the Cornac Cursed level 20
2nd Pyre 123rd year of Ascendancy at 15:49 see stats
Log
Emima the snow giant chieftain killed cursed human!
Snow giant thunderer hits cursed human for 59 lightning damage.
Snow giant thunderer killed cursed human!
Snow giant thunderer hits snow giant for 59 lightning damage.
Cursed human hits Emima the snow giant chieftain for 5 arcane, 12 blight, 2 mind, 9 light damage (total 26.92).
Snow giant thunderer hits snow giant thunderer for 116 lightning damage.
Snow giant thunderer hits cursed human for 76 lightning damage.
Snow giant thunderer killed cursed human!
Snow giant thunderer hits snow giant boulder thrower for 116 lightning damage.
Snow giant thunderer hits snow giant for 116 lightning damage.
Snow giant thunderer hits cursed human for 41 lightning damage.
Snow giant thunderer killed cursed human!
Snow giant thunderer hits snow giant boulder thrower for 62 lightning damage.
Snow giant thunderer hits snow giant for 71 lightning damage.
cursed human the level 21 cornac cursed was volted to death by a snow giant thunderer on level 4 of Daikara.
You have no more lives left.
Cursed human deactivates Surge.
You feel your rampage slowing down. (-1 duration)
Cursed human deactivates Psiblades.
You feel your rampage slowing down. (-1 duration)
Cursed human is no longer rampaging.
Cursed human deactivates Stalk.
Cursed human is not stunned anymore.
Cursed human stops regenerating health quickly.
Cursed human deactivates Gloom.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
