
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 30 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Xuba the sandworm at level 20 on the 63rd Regrowth 123rd year of Ascendancy at 06:15 0 / 7Killed by Layuvea the gigantic corrosive tunneler at level 21 on the 63rd Regrowth 123rd year of Ascendancy at 18:38 Killed by Elosemina the treant at level 23 on the 30th Pyre 123rd year of Ascendancy at 15:15 Killed by Vorosetha the greater faeros at level 29 on the 64th Pyre 123rd year of Ascendancy at 16:12 Killed by Yvobeth the fire drake hatchling at level 29 on the 65th Pyre 123rd year of Ascendancy at 06:35 Killed by Poruldana the multi-hued drake hatchling at level 29 on the 65th Pyre 123rd year of Ascendancy at 10:34 Killed by ultimate telugoroth at level 30 on the 67th Pyre 123rd year of Ascendancy at 04:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 50) |
| Cunning | 15 (base 20) |
Resources
| Life | -63/708 |
| Hate | 100/107 |
| Stamina | 277/282 |
| Equilibrium | 56 |
| Healing Factor | 1.3568428349417 |
| Regeneration | 6.0379506154906 |
Speed
| Mental | +53.493195382692% |
| Attack | 0% |
| Movement | +44.965251222291% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 41.097534654637 |
| See Invisible | 36.097534654637 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 42 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +44% |
| Lightning | +25% |
| Acid | +28% |
| Mind | +16% |
| Blight | +19% |
| Arcane | +10% |
| Fire | +22% |
| All | +4% |
Offense: Damage Penetration
| Arcane | +5% |
| Lightning | +10% |
| Fire | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 52.482109524015 (93.554987212276%) |
| Defense | 27 |
| Ranged Defense | 39 |
| Fatigue | 34 |
| Physical Save | 53 |
| Spell Save | 37 |
| Mental Save | 48 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 24%( 70%) |
| Arcane | 0%( 70%) |
| Cold | 21%( 70%) |
| All | 0%( 70%) |
| Mind | 12%( 70%) |
| Lightning | 70%( 70%) |
| Light | 9%( 70%) |
| Temporal | 11%( 70%) |
| Physical | 29%( 70%) |
| Darkness | 33%( 70%) |
| Fire | 31%( 70%) |
| Nature | 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Confusion Resistance | 100% |
| Fear Resistance | 44% |
| Teleport Resistance | 0% |
| Blind Resistance | 49% |
| Disarm Resistance | 53% |
| Stun Resistance | 67% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 474 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -451 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Rampage | 1.12 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Wild Growth |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | You gain 15% resistance against temporal. Resolve |
| detrimental effect | Reduces your three highest stats by 10. Regression |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The target is rampaging! (+335% movement speed, +53% attack speed, +40% physical damage, +20 physical save, +20 mental save, 38/38 damage shrugged off this turn) Rampaging |
| beneficial effect | Cursed Form |
| 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 |
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 |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Betoriamira the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+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 |
Hunt for the legendary Plumpkin! | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cystpain the pair of dwarven-steel boots (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes resistances: +15% lightning / +9% light / +9% acid Disarm immunity: +10% Life regen: +2.30 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | GeteruisinCrafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Blindness immunity: +49% Confusion immunity: +30% Life regen: +0.40 Light radius: +12 See stealth: +23 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Strikeonslaught (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str / +8 Con Changes resistances: +16% mind / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% arcane Physical save: +12 (+4 eff.) Mental save: +35 (+12 eff.) Confusion immunity: +34% It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Cyranne the dwarven-steel torque of thermal psionic shield [power 75] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Wil Maximum wards: +2 physical / +2 mind / +3 darkness Talent granted: +1 Ward Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | AdedaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid / +15% blight Disarm immunity: +20% Pinning immunity: +35% Stun/Freeze immunity: +23% Knockback immunity: +20% Life regen: +0.80 Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Nerythra the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Cun / +2 Wil Changes resistances: +24% lightning Changes resistances penetration: +15% mind Changes damage: +12% lightning / +12% mind / +6% acid Mental save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around waist | Glovena the FlashfoeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 8 lightning Changes resistances: +15% nature / +6% lightning Changes damage: +9% lightning Life regen: +0.70 Healing mod.: +13% A belt that goes around your waist. |
| In main hand | insidious stralite greatsword of dampening (Madness) (48.5-77.6 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Changes resistances: +13% acid / +12% fire / +12% cold / +12% lightning Spell save: +10 (+4 eff.) Curse of Madness Massive two-handed swords. |
| On hands | Eraharakhad (6 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Con Physical save: +18 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Scorchschism the voratun plate armour (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 9 light / 20 arcane Changes stats: +4 Wil Changes resistances: +10% acid / +19% physical / +27% darkness / +24% blight / +9% cold / +13% fire / +9% lightning Changes resistances penetration: +5% arcane / +10% fire Changes damage: +3% fire Physical save: +20 (+6 eff.) Light radius: +2 A suit of armour made of metal plates. |
| Cloak | cashmere cloak &039; (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +18% lightning / +6% temporal / +6% darkness / +6% fire Changes damage: +6% acid Talent mastery: +0.30 Technique / Combat training Spell save: +20 (+8 eff.) Stamina each turn: +0.80 Mana each turn: -0.29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | HellraceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +21% acid Changes damage: +15% fire Talent mastery: +0.12 Cursed / Rampage Amulets can have magical properties. |
Inventory
movement infusion of the warrior (544% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 544% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 319 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blastvalor the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 16 lightning Changes resistances: +7% physical Changes resistances penetration: +20% blight / +5% lightning Changes damage: +12% blight Spell save: +9 (+4 eff.) Stamina each turn: +0.40 Spellpower: +4 (+2 eff.) Amulets can have magical properties. |
Dawnprophet the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +6% light / +15% blight Changes damage: +9% blight Talent mastery: +0.22 Cursed / Endless hunt Amulets can have magical properties. |
clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +22% Amulets can have magical properties. |
insulating gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +16% cold / +10% fire Amulets can have magical properties. |
Emebeth the GalevortexInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +6 Cun Changes resistances: +15% lightning Changes resistances penetration: +15% arcane Changes damage: +6% arcane Critical mult.: +15.00% Vim when firing critical spell: +3.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Mindpower: +8 (+4 eff.) Rings can have magical properties. |
gold ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +25% light Changes damage: +6% light Mental save: +8 (+3 eff.) Confusion immunity: +30% Light radius: +3 Rings can have magical properties. |
marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
Swordbreaker (Corpses) (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.Xereda the dwarven-steel dagger (Madness) (25.5-33.15 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Changes stats: +3 Dex / +3 Con Changes damage: +15% blight Grants telepathy: Demon/Minor Demon/Major Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Curse of Madness Sharp, short and deadly. |
Gidata the Weepsin (Nightmares) (23-36.8 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect Damage (Melee): +9 nature When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +5% acid Curse of Nightmares Massive two-handed swords. |
mighty yew longbow of power (Madness)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +15% physical Changes damage: +18% physical Curse of Madness Longbows are used to shoot arrows at your foes. |
manaburning dwarven-steel mace of erosion (Nightmares) (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +5 temporal / +10 nature Curse of Nightmares Blunt and deadly. |
Bethusessra the Charkiller (Nightmares) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar calls for a summoner. This psionic mindstar has an epiphany about dreams. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 acid / +4 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances penetration: +5% acid / +5% fire / +4% physical / +4% cold Changes damage: +16% acid / +8% physical / +9% fire / +21% mind / +5% cold Equilibrium when hit: +1.60 Mindpower: +12 (+6 eff.) Mental crit. chance: +7% 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. |
Isath the Noonthorn (Shrouds)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun Changes resistances penetration: +7% cold / +5% light / +26% physical Changes damage: +6% light / +12% physical Defense after a teleport: +5 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Amuduran the ash vilestaff (Corpses) (20-24 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% blight Changes damage: +20% darkness / +15% arcane Talent granted: +1 Command Staff Spell save: +18 (+7 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Mardyregokath (Madness) (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +7 Cun / +1 Str Changes resistances: +8% acid / +8% fire / +7% cold / +8% lightning Grants telepathy: Dragon Humanoid/Orc Spell save: +5 (+3 eff.) Curse of Madness One-handed war axes. |
Bunik the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +1 Dex Changes resistances: +9% blight / +6% fire / +13% cold Disarm immunity: +10% Life regen: +0.20 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +5 Lck Trap disarming bonus: +7 Stealth bonus: +9 Infravision radius: +3 A belt that goes around your waist. |
rough leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +8 Changes stats: +4 Str / +4 Con Changes resistances: +12% darkness Physical save: +7 (+2 eff.) Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
Balontir (11 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +11 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% blight / +18% cold / +5% arcane Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +10% Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairidrathad the Treegrind (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +14% light / +14% fire Changes resistances penetration: +25% nature Changes damage: +6% nature Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (25 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +25 (+12 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +15% lightning / +10% physical Critical mult.: +3.00% Physical save: +23 (+7 eff.) Spell save: +14 (+6 eff.) Mental save: +14 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorana the pair of hardened leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: -3% Changes resistances: +23% cold / +19% fire Maximum encumbrance: +27 Physical save: +28 (+8 eff.) Teleport immunity: +5% A pair of boots made of leather. |
Smearwasp (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +6 Dex Changes resistances: +3% nature / +1% physical Changes damage: +3% nature Stamina each turn: +0.50 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level.Eclipsestrider (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Armour: +2 Changes stats: +7 Dex / +4 Wil / +9 Cun Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental save: +6 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Emevena (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +9% cold / +13% light / +13% darkness Physical save: +30 (+9 eff.) Disease immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +10% A cap made of leather. |
Shadewire the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +24% fire Changes damage: +6% darkness / +12% fire Physical save: +13 (+4 eff.) A cap made of leather. |
Stormspawn the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Wil / +5 Con Changes resistances: +15% blight / +6% nature / +9% light / +3% lightning Spell save: +6 (+3 eff.) Mental save: +16 (+5 eff.) A cap made of leather. |
Zanoran (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% lightning / +1% physical / +10% cold / +6% temporal Allows you to breathe in: water Spell save: +9 (+4 eff.) Knockback immunity: +5% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature&Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the 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. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Isledakira the Shineminister (6 def, 2 armour, 42.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +6% acid / +12% darkness / +12% blight / +12% nature / +6% light Talent granted: +2 Block Physical save: +30 (+9 eff.) Cut immunity: +20% Stun/Freeze immunity: +25% Handheld deflection devices. |
Pureshine (14 def, 2 armour, 79 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +14 (+7 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 8 nature Changes resistances: +13% blight / +13% physical / +18% nature / +3% acid Changes resistances penetration: +10% acid Changes damage: +6% nature Talent granted: +3 Block Deflect projectiles away: +8% Handheld deflection devices. |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
quiver of yew arrows &039; (21/21, 35-49 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +15 insidious poison / +21 lightning Burst (radius 2) on crit: +14 lightning Arrows are used with bows to pierce your foes to death. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
839 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chamesahad (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Changes resistances: +8% darkness / +6% light Changes resistances penetration: +17% physical Damage affinity(heal): +15% darkness Grants telepathy: Demon/Minor Demon/Major Spell save: +10 (+4 eff.) Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof&Infused 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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UrelarCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str / +2 Dex Changes resistances penetration: +10% physical Changes damage: +6% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern &039;Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Damage when hit (Melee): 8 fire Changes stats: +4 Dex Mental save: +6 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum life: +30.00 Light radius: +2 See stealth: +8 See invisible: +8 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. |
brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% darkness / +6% blight / +3% cold / +6% nature Maximum life: +45.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+3 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 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 50% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Scorchpride [power 152] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Maximum wards: +4 acid / +3 nature / +3 light Changes resistances penetration: +15% mind Changes damage: +18% mind / +12% fire Talent granted: +1 Ward It can be used to heal a target within range 8 (based on Willpower) for 152, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Lishya the Cornac Cursed level 19
39th Regrowth 123rd year of Ascendancy at 15:47 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Lishya the Cornac Cursed level 22
74th Regrowth 123rd year of Ascendancy at 04:39 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lishya the Cornac Cursed level 9
34th Dusk 122nd year of Ascendancy at 14:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lishya the Cornac Cursed level 24
45th Pyre 123rd year of Ascendancy at 22:12 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lishya the Cornac Cursed level 23
31st Pyre 123rd year of Ascendancy at 02:21 see stats
Home sweet home (Insane (Adventure) difficulty)
51st Pyre 123rd year of Ascendancy at 20:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lishya the Cornac Cursed level 10
47th Dusk 122nd year of Ascendancy at 03:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lishya the Cornac Cursed level 20
61st Regrowth 123rd year of Ascendancy at 07:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lishya the Cornac Cursed level 30
66th Pyre 123rd year of Ascendancy at 10:50 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Lishya the Cornac Cursed level 11
53rd Dusk 122nd year of Ascendancy at 03:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lishya the Cornac Cursed level 23
30th Pyre 123rd year of Ascendancy at 13:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lishya the Cornac Cursed level 8
29th Dusk 122nd year of Ascendancy at 02:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lishya the Cornac Cursed level 13
75th Haze 122nd year of Ascendancy at 18:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lishya the Cornac Cursed level 29
65th Pyre 123rd year of Ascendancy at 21:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lishya the Cornac Cursed level 18
32nd Regrowth 123rd year of Ascendancy at 18:05 see stats
Log
You fight through the pain! (+5 hate)
Lishya begins rampaging!
Lishya is invigorated by the attack!
Salyta the ultimate telugoroth is no longer weakened.
Ultimate telugoroth hits Lishya for 155 temporal damage.
Ultimate telugoroth hits Salyta the ultimate telugoroth for 18 temporal damage.
Ultimate telugoroth hits Ultimate telugoroth for 18 temporal damage.
Ultimate telugoroth casts Turn Back the Clock.
Salyta the ultimate telugoroth casts Turn Back the Clock.
Lishya has regressed.
Lishya is invigorated by the attack!
Lishya shrugs off the effect &039;!
Lishya is invigorated by the attack!
Salyta the ultimate telugoroth&fbd578LASTLIGHT_STEEL_BLUELASTLAST039;s Turn Back the Clock hits Lishya for 64 temporal damage.
Ultimate telugoroth casts Echoes From The Past.
You fight through the pain! (+6 hate)
Lishya is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Lishya is invigorated by the attack!
Salyta the ultimate telugoroth casts Rethread.
Your hatred grows even as your life fades! (+4 hate)
Lishya is invigorated by the attack!
Salyta the ultimate telugoroth hits Lishya for 67 temporal damage.
Ultimate telugoroth hits Salyta the ultimate telugoroth for 18 temporal, 4 temporal (22 total damage).
Ultimate telugoroth hits Lishya for 162 temporal, 72 temporal (234 total damage).
Lishya has shrugged off 38 damage and is ready for more.
Ultimate telugoroth casts Rethread.
Your hatred grows even as your life fades! (+7 hate)
Saving game...














































































































