Menab the level 16 Cornac Corruptor by relict

'Menab the level 16 Cornac Corruptor' by user relict


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameMenab
SexMale
TypeCornac Corruptor
CampaignMaj'Eyal
DifficultyNormal
PermadeathRoguelike
Level16
Exp37%
Gold166
Died
  • Killed by copperhead snake at level 16 on the 34th Dusk 122nd year of Ascendancy at 01:36
1 times (now dead)
Primary Stats
Strength15
Dexterity10
Magic51
Willpower29
Cunning22
Constitution16

Resources
Life-8/343
Mana165/165
Vim20/80
Inscriptions (3/3)
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns.
Wild
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 60 life over 5 turns.
Regeneration
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 233 life over 5 turns.
Its effects scale with your Magic stat.
Regeneration

Offense
Accuracy (main Hand)4
Damage (main Hand)24
APR (main Hand)0
Crit (main Hand)5%
Speed (main Hand)1.00
Spellpower39
Spell Crit17
Spell Speed1
Fire Damage9%
Cold Damage4%
Lightning Damage4%
Acid Damage4%
Blight Damage4%
Defense
Fatigue0
Armour8
Armour Hardiness30
Defense2
Ranged Defense4
Physical Save10
Spell Save25
Mental Save17
All Resists(cap) 0%( 70%)
Fire Resist(cap) 10%( 70%)
Cold Resist(cap) 12%( 70%)
Lightning Resist(cap) 6%( 70%)
Nature Resist(cap) 15%( 70%)
Blight Resist(cap) 6%( 70%)
Stun Resistance11%

Talents
Technique / Combat Training(mastery 1.00)
  • Thick Skin (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 0%
0/5
  • Armour Training (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 0 and reduces chance to be critically hit by 0% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 0%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

0/10
  • Combat Accuracy (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 0.
0/10
  • Weapons Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with swords, axes, maces by 0%
0/10
  • Knife Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with knives by 0%
0/10
Corruption / Sanguisuge(mastery 1.30)
  • Drain (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 0
Range: 5.00
Cooldown: 9
Travel Speed: 1500% of base
Usage Speed: 1 turn
Description: Fires a bolt of blight, doing 70.02 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Magic stat.
1/5
  • Bloodcasting (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 0
Range: 10.00
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: instant
Description: For 3 turns your corruption spells will consume health instead of vim if their cost is higher than your vim.
1/5
  • Absorb Life (class)
Effective talent level: 1.3
Use mode: Sustained
Vim cost: 30
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Absorbs the life force of your foes as you kill them.
As long as this talent is active vim will decrease by one per turn and increase by 2 for each kill of a non-undead creature (in addition to natural increase based on Willpower).
1/5
  • Life Tap (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 40
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Description: Tap your life force to provide a furious boost, increasing all your damage by 6% for 7 turns.
0/5
Corruption / Vim(mastery 1.50)
  • Soul Rot (class)
Effective talent level: 7.5
Use mode: Activated
Vim cost: 10
Range: 10.00
Cooldown: 4
Travel Speed: 1000% of base
Usage Speed: 1 turn
Description: Projects a bolt of pure blight, doing 180.45 blight damage.
This spell has an improved critical strike chance of +37.50%.
The damage will increase with Magic stat.
5/5
  • Vimsense (class)
Effective talent level: 7.5
Use mode: Activated
Vim cost: 25
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Feel the very existence of creatures around you for 10 turns in a radius of 10.
The evil touch will reduce their blight resistance by 27% but also make them aware of you.
The resistance will decrease with Magic stat.
5/5
  • Leech (class)
Effective talent level: 1.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Each time a creature affected by vimsense hurts you you regain 4.05 vim and 9.50 health.
1/5
  • Dark Portal (class)
Effective talent level: 1.5
Use mode: Activated
Vim cost: 30
Range: 7.00
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Open a dark portal to the target zone. All creatures caught inside will be teleported to your location and you to theirs.
All creatures(except you) traversing the portal will catch a random disease doing 25.41 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 7.
The damage will increase with the Magic stat
1/5
Corruption / Hexes(mastery 1.30)
  • Pacification Hex (generic)
Effective talent level: 6.5
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target, dazing it and everything in a 2 radius ball of it for 3 turns and giving 34% chance to daze affected targets again each turn for 20 turns.
The chance will increase with Magic stat.
5/5
  • Burning Hex (generic)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target and everything within a radius 2 ball of your target for 20 turns. Each time your affected targets use a resource (stamina, mana, vim, ...) they take 4.30 fire damage.
The damage will increase with Magic stat.
0/5
  • Empathic Hex (generic)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target and everything within a radius 2 ball of your target. Each time they do damage they take 1% of the same damage for 20 turns.
The damage will increase with Magic stat.
0/5
  • Domination Hex (generic)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target, forcing it to be your thrall for 2 turns.
If you damage the target it will be free from the hex.
0/5
Corruption / Curses(mastery 1.30)
  • Curse Of Defenselessness (generic)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 20
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Curses your target, decreasing its defense and saves by 20 for 10 turns.
The defense and saves will decrease with Magic stat.
1/5
  • Curse Of Impotence (generic)
Effective talent level: 6.5
Use mode: Activated
Vim cost: 20
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Curses your target, decreasing all damage done by 17% for 10 turns.
The damage will decrease with Magic stat.
5/5
  • Curse Of Death (generic)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 20
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Curses your target, stopping any natural healing and dealing 20.33 darkness damage each turn for 10 turns.
The damage will increase with Magic stat.
1/5
  • Curse Of Vulnerability (generic)
Effective talent level: 5.2
Use mode: Activated
Vim cost: 20
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Curses your target, decreasing all its resistances by 20% for 7 turns.
The resistances will decrease with Magic stat.
4/5
Corruption / Plague(mastery 1.30)
  • Virulent Disease (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 8
Range: 4.00
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Fires a bolt of pure filth, diseasing your target with a random disease doing 2.02 blight damage per turns for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 1.
The effect will increase with your Magic stat.
0/5
  • Cyst Burst (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 18
Range: 7.00
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Make your target's diseases burst, doing 4.41 blight damage for each disease it is infected with.
This will also spread a random disease to any nearby foes in a radius of 1.
The damage will increase with your Magic stat.
0/5
  • Catalepsy (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 35
Range: 6.00
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: All your foes within a radius 2 ball infected with a disease enter a catalepsy, stunning them for 2 turns and dealing all remaining disease damage instantly.
0/5
  • Epidemic (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 20
Range: 6.00
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Infects the target with a very contagious disease doing 2.54 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
Creatures suffering from that disease will also suffer healing reduction (40%).
The damage will increase with your Magic stat, and the spread chance increases with the blight damage.
0/5
Corruption / Blood(mastery 1.30)
  • Blood Spray (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 24
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 5 for 57.43 blight damage.
Each affected creature has a 33% chance of being infected by a random disease doing 66.89 blight damage over 6 turns.
The damage will increase with Magic stat.
1/5
  • Blood Grasp (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 20
Range: 10.00
Cooldown: 5
Travel Speed: 2000% of base
Usage Speed: 1 turn
Description: Project a bolt of corrupted blood doing 89.15 blight damage and healing you for half the damage done.
The damage will increase with Magic stat.
1/5
  • Blood Boil (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Make the blood of all creatures around you in radius 3 boil, doing 67.92 blight damage and slowing them by 20%.
The damage will increase with Magic stat.
1/5
  • Blood Fury (class)
Effective talent level: 2.6
Use mode: Sustained
Vim cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Concentrate on the corruption you bring, increasing your spell critical chance by 5%.
Each time your spells go critical you enter a blood rage for 5 turns, increasing your blight and acid damage by 11%.
The damage will increase with your Magic stat.
2/5
Corruption / Blight(mastery 1.30)
  • Dark Ritual (class)
Effective talent level: 1.3
Use mode: Sustained
Vim cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases your spell critical damage multiplier by 18%.
The multiplier will increase with your Magic stat.
1/5
  • Corrupted Negation (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Project a corrupted blast of power that deals 7.07 blight damage and removes 0 magical or physical effects from any creatures caught in the radius 3 ball.
The damage will increase with Magic stat.
0/5
  • Corrosive Worm (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 12
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Infect your target with a corrosive worm that deals 2.91 acid damage per turn for 10 turns.
If the target dies while the worm is inside it will explode, doing 11.76 acid damage in a radius of 4.
The damage will increase with Magic stat.
0/5
  • Poison Storm (class)
Effective talent level: 0.0
Use mode: Activated
Vim cost: 36
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A furious poison storm rages around the caster, poisoning all creatures inside for 6.39 nature damage in 6 turns in a radius of 4 for 5 turns.
Poisoning is cumulative, the longer they stay in the higher the poison damage they take.
The damage will increase with the Magic stat
0/5
Corruption / Shadowflame(mastery 1.30)
  • Wraithform (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 5 turns.
Also increases your defense and armor by 5 and 4.
The bonuses will increase with your Magic stat.
1/5
  • Darkfire (class)
Effective talent level: 1.3
Use mode: Activated
Vim cost: 20
Range: 6.00
Cooldown: 10
Travel Speed: 400% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of shadowflame moving toward the target that explodes into a flash of darkness and fire doing 41.46 fire damage and 38.03 darkness damage in a radius of 2.
The damage will increase with the Magic stat
1/5
  • Flame Of Urh'Rok (class)
Effective talent level: 0.0
Use mode: Sustained
Vim cost: 90
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form you gain 2% fire resistance, 2% darkness resistance and your global speed is increased by 0%.
The flames of the fearscape will heal you while in demon form.
The resistances and heal will increase with Magic stat.
0/5
  • Fearscape (class)
Effective talent level: 0.0
Use mode: Sustained
Vim cost: 90
Range: 5.00
Cooldown: 60
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside a constant aura of flames will burn both of you (unless you are a demon) for 7.53 fire damage.
When the spell ends only you and the target (if still alive) are taken back to your home plane, all summons are left in the Fearscape.
Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
The damage will increase with the Magic stat
0/5
Current Effects
TalentDark Ritual
TalentBlood Fury
TalentPremonition
Quests
Achievements
Level 10
Got a character to level 10.
By Menab the Cornac Corruptor level 10
6th Mirth 122nd year of Ascendancy at 03:38
The Arena
Unlocked Arena mode.
By Menab the Cornac Corruptor level 8
78th Pyre 122nd year of Ascendancy at 22:56
The Secret City
Discovered the truth about mages.
By Menab the Cornac Corruptor level 13
2nd Dusk 122nd year of Ascendancy at 02:16

Equipment
In Main Hand
Kor's Fall (10-12 power, 0 apr, cold damage)

Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance.

Requires:
- Magic 25
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 10.0 - 12.0
Uses stat: 110% Mag
Damage type:
Cold
Armour Penetration:
+0
Physical crit. chance:
+1.5%
Attack speed:
100%
When wielded/worn:
Changes damage:
+4% fire / +4% cold / +4% lightning / +4% acid / +4% blight
Spellpower:
+7
Spell crit. chance:
+8%
See invisible:
+2
Kor's Fall (10-12 power, 0 apr, cold damage)
On Fingers
wizard's copper ring of see invisible

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+3 Mag
Spell save:
+3
See invisible:
+5
wizard's copper ring of see invisible
On Fingers
mule's copper ring of see invisible

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Fatigue:
-4%
Maximum encumberance:
+20
See invisible:
+5
mule's copper ring of see invisible
Around Neck
Feathersteel Amulet

The weight of the world seems a little lighter with this amulet around your neck.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Fatigue:
-20%
Maximum encumberance:
+20
Feathersteel Amulet
Light Source
Summertide Phial

A small crystal phial that captured Sunlight during the Summertide.

Infused by nature
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+4
It can be used to call light, costing 10 power out of 15/15.
Summertide Phial
Main Armor
linen robe of Angolwen (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Changes stats:
+2 Mag / +3 Wil / +3 Cun / +2 Con
linen robe of Angolwen (0 def, 0 armour)
Cloak
thick linen cloak of Iron Throne (1 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Crafted by a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+1
Changes stats:
+1 Str / +2 Con
Changes resistances:
+12% cold
thick linen cloak of Iron Throne (1 def, 0 armour)
On Head
linen wizard hat of magic (+3) (1 def, 0 armour)

A pointy cloth hat, very wizardly...

Powered by arcane forces
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+1
Changes stats:
+3 Mag
linen wizard hat of magic (+3) (1 def, 0 armour)
Around Waist
grounding rough leather belt of unlife

A belt that goes around your waist.

Powered by arcane forces
Crafted by
a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes stats:
+2 Str
Changes resistances:
+6% lightning / +6% blight
Allows you to breathe in:
water
Stun/Freeze immunity:
+11%
grounding rough leather belt of unlife
On Hands
Flamewrought (0 def, 2 armour)

These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.

Infused by nature
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+2
Changes stats:
+3 Wil
Changes resistances:
+10% fire
Changes damage:
+5% fire
It can be used to activate talent Flamespit (costing 6 power out of 24/24) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 6 out of 24/24.
Range: 10.00
Travel Speed: instantaneous
Description: Conjures up a bolt of fire doing 43.93 fire damage.
The damage will increase with the Magic stat
Flamewrought (0 def, 2 armour)
On Feet
miner's pair of rough leather boots of uncanny dodging (0 def, 6 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+6
Ranged Defense:
+2
Fatigue:
+1%
miner's pair of rough leather boots of uncanny dodging (0 def, 6 armour)
Tool
iron pickaxe of endurance (dig speed 38 turns)

Allows you to dig a wall, remove a tree, create ways.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Fatigue:
-5%
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
iron pickaxe of endurance (dig speed 38 turns)
Inventory
Newly picked up
duelist's healing infusion (heal 185)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 185 life.
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the infusion..
duelist's healing infusion (heal 185)
Newly picked up
warrior's wild infusion (resist 16%; cure mental)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 16% for 7 turns.
Its effects scale with your Strength stat.

It can be used to inscribe your skin with the infusion..
warrior's wild infusion (resist 16%; cure mental)
slime-covered steel dagger of daylight (9-11.7 power, 6 apr)

Sharp, short and deadly.

Requires:
- Dexterity 16
Infused by
nature
1.00 Encumbrance.

Type: weapon / dagger

Base power: 9.0 - 11.7
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
Damage when this weapon hits:
+14 slime / +13 light
slime-covered steel dagger of daylight (9-11.7 power, 6 apr)
steel greatmaul of paradox (25.5-38.25 power, 2 apr)

Massive two-handed maul.

Requires:
- Strength 16
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / greatmaul
It must be held with both hands.

Base power: 25.5 - 38.3
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+1.0%
Attack speed:
100%
Damage when this weapon hits:
+5 temporal
When wielded/worn:
Damage when the wearer is hit:
6 temporal
Changes resistances:
+6% temporal
steel greatmaul of paradox (25.5-38.25 power, 2 apr)
acidic iron greatsword of daylight (9.5-15.2 power, 1 apr)

Massive two-handed swords.

Requires:
- Strength 11
Infused by
nature
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 9.5 - 15.2
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+1
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage when this weapon hits:
+9 light / +5 acid
acidic iron greatsword of daylight (9.5-15.2 power, 1 apr)
slime-covered iron greatsword (14-22.4 power, 1 apr)

Massive two-handed swords.

Requires:
- Strength 11
Infused by
nature
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 14.0 - 22.4
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+1
Physical crit. chance:
+2.5%
Attack speed:
100%
Damage when this weapon hits:
+7 slime
slime-covered iron greatsword (14-22.4 power, 1 apr)
mighty ash longbow

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 16
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
80%
Firing range:
+7
Default ammo(infinite):
Base power: 16.0 - 22.4
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+1.5%
When wielded/worn:
Changes damage:
+10% physical
mighty ash longbow
caustic steel longsword (14-19.6 power, 3 apr)

Sharp, long, and deadly.

Requires:
- Strength 16
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 14.0 - 19.6
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+13 acid
When wielded/worn:
Damage when the wearer is hit:
7 acid
Changes resistances penetration:
+7% acid
caustic steel longsword (14-19.6 power, 3 apr)
icy steel longsword of accuracy (14-19.6 power, 3 apr)

Sharp, long, and deadly.

Requires:
- Strength 16
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 14.0 - 19.6
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+5 ice
When wielded/worn:
Accuracy:
+5
icy steel longsword of accuracy (14-19.6 power, 3 apr)
phase iron longsword of defense (7.5-10.5 power, 10 apr)

Sharp, long, and deadly.

Requires:
- Strength 11
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 7.5 - 10.5
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+10
Physical crit. chance:
+2.5%
Attack speed:
100%
When wielded/worn:
Defense:
+4
phase iron longsword of defense (7.5-10.5 power, 10 apr)
poisonous steel longsword (13.5-18.9 power, 3 apr)

Sharp, long, and deadly.

Requires:
- Strength 16
Infused by
nature
3.00 Encumbrance.

Type: weapon / longsword

Base power: 13.5 - 18.9
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+10 poison
poisonous steel longsword (13.5-18.9 power, 3 apr)
Crooked Club (25-35 power, 4 apr)

An oddly twisted club with a hefty weight on the end.

Requires:
- Strength 20
Crafted by
a master
3.00 Encumbrance.

Type: weapon / mace

Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+14 % chances to confuse
When wielded/worn:
Accuracy:
+12
Crooked Club (25-35 power, 4 apr)
poisonous steel mace of defense (14-19.6 power, 3 apr)

Blunt and deadly.

Requires:
- Strength 16
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / mace

Base power: 14.0 - 19.6
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+1.0%
Attack speed:
100%
Damage when this weapon hits:
+8 poison
When wielded/worn:
Defense:
+3
poisonous steel mace of defense (14-19.6 power, 3 apr)
Burngrit

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 16
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Armour Penetration:
+4
Attack speed:
80%
Firing range:
+7
Default ammo(infinite):
Base power: 18.0 - 21.6
Uses stats: 70% Dex, 50% Cun
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+4.5%
When wielded/worn:
Damage when the wearer hits(melee):
3 blight / 2 fire
Changes damage:
+6% lightning
Burngrit
Newly picked up
steady cured leather sling of power

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 16
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Armour Penetration:
+1
Attack speed:
80%
Firing range:
+7
Default ammo(infinite):
Base power: 19.0 - 22.8
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+4.5%
When wielded/worn:
Talent cooldown: Steady Shot (
-1 turn)
steady cured leather sling of power
Islyrin the ash staff (8-9.6 power, 3 apr, acid damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 16
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 8.0 - 9.6
Uses stat: 100% Mag
Damage type:
Acid
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
When wielded/worn:
Damage when the wearer hits(melee):
3 darkness
Changes damage:
+6% darkness / +10% nature
Talent mastery:
+0.20 Spell / Divination
Spellpower:
+11
Spell crit. chance:
+2%
It can be used to activate talent Starfall (costing 50 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 50 out of 80/80.
Range: 6.00
Travel Speed: instantaneous
Description: A star falls into area of radius 1, stunning all for 4 turns and doing 70.15 darkness damage.
The damage will increase with the Magic stat.
Islyrin the ash staff (8-9.6 power, 3 apr, acid damage)
Skullcleaver (16-22.4 power, 3 apr)

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.

Requires:
- Strength 18
Powered by
arcane forces
3.00 Encumbrance.

Type: weapon / waraxe

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
Skullcleaver (16-22.4 power, 3 apr)
Toranik the steel waraxe (13.5-18.9 power, 3 apr)

One-handed war axes.

Requires:
- Strength 16
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 13.5 - 18.9
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+4.0%
Attack speed:
100%
Damage when this weapon hits:
+6 light / +7 acid
When wielded/worn:
Physical crit. chance:
+4.0%
Changes damage:
+6% light
Critical mult.:
+6.00%
Toranik the steel waraxe (13.5-18.9 power, 3 apr)
Newly picked up
insulating rough leather belt of carrying

A belt that goes around your waist.

Powered by arcane forces
Crafted by
a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Fatigue:
-5%
Changes resistances:
+5% cold / +6% fire
Maximum encumberance:
+21
insulating rough leather belt of carrying
rough leather belt of the titan

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Physical power:
+3
rough leather belt of the titan
shielded woollen robe of cold resistance (0 def, 3 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Armour:
+3
Changes resistances:
+11% cold
shielded woollen robe of cold resistance (0 def, 3 armour)
Newly picked up
pair of rough leather boots of spellbinding (0 def, 1 armour)

A pair of boots made of leather.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+2 Mag
It can be used to activate talent Metaflow (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Your mastery of the arcane flows allow you to reset the cooldown of 4 of your spells of tier 2 or less.
pair of rough leather boots of spellbinding (0 def, 1 armour)
Newly picked up
traveler's pair of iron boots of uncanny dodging (0 def, 3 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+3
Ranged Defense:
+3
Fatigue:
+2%
Maximum encumberance:
+21
traveler's pair of iron boots of uncanny dodging (0 def, 3 armour)
shaloran rough leather cap (0 def, 1 armour)

A cap made of leather.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+1 Wil
Disease immunity:
+11%
Stun/Freeze immunity:
+20%
shaloran rough leather cap (0 def, 1 armour)
Eel-skin armour (10 def, 1 armour)

This armour seems to have been patched together from many eels. Yuck.

Infused by nature
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armour:
+1
Defense:
+10
Fatigue:
+2%
Changes stats:
+3 Cun / +2 Dex
Poison immunity:
+30%
Talent on hit(spell): Lightning (10% chance level 2).
It can be used to activate talent Lightning (costing 18 power out of 50/50) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 18 out of 50/50.
Range: 10.00
Travel Speed: instantaneous
Description: Conjures up mana into a powerful beam of lightning doing 48.28 to 144.85 damage
The damage will increase with your Spellpower.
Eel-skin armour (10 def, 1 armour)
164 poisonous shocking ash arrow (21-29.4 power, 7 apr)

Arrows are used with bows to pierce your foes to death.

Requires:
- Dexterity 16
Powered by
arcane forces
Infused by
nature
0.03 Encumbrance.

Type: ammo / arrow

Base power: 21.0 - 29.4
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+1.5%
When wielded/worn:
Damage when the wearer hits(ranged):
7 lightning / 11 poison
164 poisonous shocking ash arrow (21-29.4 power, 7 apr)
165 slime-covered flaming ash arrow (17.5-24.5 power, 7 apr)

Arrows are used with bows to pierce your foes to death.

Requires:
- Dexterity 16
Powered by
arcane forces
Infused by
nature
0.03 Encumbrance.

Type: ammo / arrow

Base power: 17.5 - 24.5
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+1.5%
When wielded/worn:
Damage when the wearer hits(ranged):
9 slime / 6 fire
165 slime-covered flaming ash arrow (17.5-24.5 power, 7 apr)
10 agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
10 agate
2 opal

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

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
2 opal
2 spinel

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Defense:
+2
When used to imbue an object:
Defense:
+2
2 spinel
xorn fragment

Looks much like any other rock, though this one was recently sentient and trying to murder you.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

xorn fragment
Crystal Focus

This crystal radiates the power of the Spellblaze itself.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

It can be used to combine with a weapon, costing 1 power out of 1/1.
Crystal Focus
Orb of Scrying

This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Scrying
2 amethyst

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / violet

When wielded/worn:
Changes damage:
+4% all
When used to imbue an object:
Changes damage:
+4% all
2 amethyst
Rod of Annulment

You can feel magic draining out around this rod. Even nature itself seems affected.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30.
Rod of Annulment
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
6 ametrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes damage:
+2% all
When used to imbue an object:
Changes damage:
+2% all
6 ametrine
7 citrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Light radius:
+1
When used to imbue an object:
Light radius:
+1
7 citrine
9 zircon

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes resistances:
+2% all
When used to imbue an object:
Changes resistances:
+2% all
9 zircon

Last Messages

Rattlesnake is afflicted by a decrepitude disease!
Rattlesnake is afflicted by a decrepitude disease!

Menab casts a protective shield just in time!

Your premonition allows you to raise a shield just in time!
Copperhead snake hits Menab for
19 nature damage.
Great wolf is dazed!

Menab hits rattlesnake for
8 blight damage.
Menab hits rattlesnake for
8 blight damage.
Great wolf slides on a rock!

Great wolf is stunned!

Menab casts Blood Grasp.

Menab drains life from rattlesnake!

Menab hits rattlesnake for
24 blight damage.
Menab stops being poisoned.

Menab stops regenerating health quickly.

Menab hits rattlesnake for
8 blight damage.
Menab hits rattlesnake for
8 blight damage.
Poison vine hits great wolf for
14 nature damage.
Poison vine hits fox for
14 nature damage.
Dire wolf slides on a rock!

Dire wolf shrugs off the effect 'Stunned'!
Menab casts Soul Rot.

Menab hits rattlesnake for
50 blight damage.
Menab is not stunned anymore.

Fox stops being poisoned.

Great wolf stops being poisoned.

Menab hits rattlesnake for
26 blight damage.
Menab hits rattlesnake for
26 blight damage.
Copperhead snake killed Menab!
Saving game...