Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Doomed |
Level / Exp | 11 / 69% |
Size | medium |
Lifes / Deaths | Killed by Rhaloren Inquisitor at level 10 on the 15th Dusk 122nd year of Ascendancy at 03:32 0 / 5Killed by black crystal at level 11 on the 25th Dusk 122nd year of Ascendancy at 12:44 Killed by Xeroratta the crimson crystal at level 11 on the 26th Dusk 122nd year of Ascendancy at 01:11 Killed by ritch flamespitter at level 11 on the 26th Dusk 122nd year of Ascendancy at 08:24 Killed by rogue at level 11 on the 27th Dusk 122nd year of Ascendancy at 13:39 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 24 (base 21) |
Magic | 11 (base 10) |
Willpower | 28 (base 25) |
Cunning | 31 (base 26) |
Resources
Life | 0/285 |
Hate | 38/100 |
Healing Factor | 0.73313484498815 |
Regeneration | 8.9809018511048 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 8 |
Accuracy | 22 |
Crit Chance | 13% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 22 |
Crit Chance | 17% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 30.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | +24% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 21.125 |
Ranged Defense | 22.625 |
Fatigue | 7 |
Physical Save | 31.0625 |
Spell Save | 21.5875 |
Mental Save | 27.5875 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 11% |
Fear Resistance | 15% |
Pinning Resistance | 21% |
Poison Resistance | 50% |
Knockback Resistance | 76% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gesture of Pain |
talent | Call Shadows |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% 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 | The target calls upon its inner resources, improving all damage by 14% and reducing all damage taken by 14%. Wrath of the Eternals |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
beneficial effect | Lweeem is feeding from rogue. Feeding |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 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 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -2 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 red crystal shard. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
On feet | blood-soaked pair of rough leather boots (0 def, 1 armour) blood-soaked pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 | stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour) (Nightmares) stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Changes resistances: +16% nature Changes damage: +11% nature Physical save: +5 Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
On fingers | savior's steel ring of the mind (+10%) savior's steel ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Physical save: +8 Spell save: +6 Mental save: +6 Rings can have magical properties. |
Around neck | stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
In main hand | Belossra (4.5-4.95 power, 18 apr, nature damage) (Misfortune) Belossra (4.5-4.95 power, 18 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random insanity When wielded/worn: Damage when hit (Melee): 8 blight Physical save: +4 Spell save: +3 Mental save: +2 Equilibrium when hit: +0.60 Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
In off hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness) Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades 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 Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 137.69 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 (7 def, 0 armour) (Misfortune) enveloping linen cloak (7 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +6 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked rough leather armour of acid resistance (1 def, 2 armour) (Misfortune) spiked rough leather armour of acid resistance (1 def, 2 armour) (Misfortune)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% acid Curse of Misfortune A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. copper ring of blight (+11%)copper ring of blight (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) (Nightmares) Umbral Razor (25-32.5 power, 10 apr) (Nightmares)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Nightmares It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 71.95 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bill's Tree Trunk (30-51 power, 7 apr) (Madness) Bill's Tree Trunk (30-51 power, 7 apr) (Madness)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level. steel greatsword (21.5-34.4 power, 2 apr) (Shrouds)steel greatsword (21.5-34.4 power, 2 apr) (Shrouds) Requires: - Strength 16 3.00 Encumbrance. 1.40 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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace (15.5-21.7 power, 3 apr) (Corpses)steel mace (15.5-21.7 power, 3 apr) (Corpses) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Curse of Corpses Blunt and deadly. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) (Misfortune) mossy mindstar (2-2.2 power, 12 apr, mind damage) (Misfortune)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Corpses) mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) (Shrouds) nature's mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Disease immunity: +11% Life regen: +0.70 Maximum life: +11.00 Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (3-3.3 power, 12 apr, mind damage) (Misfortune) nature's mossy mindstar of life (3-3.3 power, 12 apr, mind damage) (Misfortune)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +10% Life regen: +0.60 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, arcane element) (Shrouds)ash magestaff (15-18 power, 3 apr, arcane element) (Shrouds) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of warding (15-18 power, 3 apr, cold element) (Shrouds)cruel ash magestaff of warding (15-18 power, 3 apr, cold element) (Shrouds) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Defense: +6 Maximum wards: +2 cold Changes damage: +15% cold Talents granted: +1 Command Staff +1 Ward Critical mult.: +10.00% Spellpower: +6 Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff of might (13-15.6 power, 2 apr, darkness element) (Misfortune)potent elm vilestaff of might (13-15.6 power, 2 apr, darkness element) (Misfortune) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% darkness Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
The River's Fury (23-32.2 power, 8 apr) (Corpses) The River's Fury (23-32.2 power, 8 apr) (Corpses)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Corpses It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 5.21 cold damage and 5.21 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt of resilience rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +30.00 A belt that goes around your waist. |
linen robe (0 def, 0 armour) (Madness) linen robe (0 def, 0 armour) (Madness)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen wizard hat (1 def, 0 armour) (Madness) mindwoven linen wizard hat (1 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Psi each turn: +0.11 Mindpower: +3 Mental crit. chance: +2% Curse of Madness A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour) (Corpses) miner's rough leather cap (0 def, 2 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 Curse of Corpses A cap made of leather. |
spiked rough leather armour (1 def, 2 armour) (Corpses) spiked rough leather armour (1 def, 2 armour) (Corpses)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Corpses A suit of armour made of leather. |
spiked rough leather armour of cold resistance (1 def, 2 armour) (Nightmares) spiked rough leather armour of cold resistance (1 def, 2 armour) (Nightmares)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of stability (1 def, 2 armour) (Corpses)spiked rough leather armour of stability (1 def, 2 armour) (Corpses) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +5% physical Physical save: +10 Curse of Corpses A suit of armour made of leather. |
6 agate 6 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. |
aquamarine 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. |
2 topaz 2 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. woodsman's iron pickaxe (dig speed 40 turns)woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. manaburning pouch of steel shots (18/18, 20-24 power, 2 apr)manaburning pouch of steel shots (18/18, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * 10 arcane resource burn Shots are used with slings to pummel your foes to death. |
3 ametrine 3 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. |
citrine 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. |
6 zircon 6 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
By Lweeem the Thalore Doomed level 9
1st Dusk 122nd year of Ascendancy at 23:14 see stats
By Lweeem the Thalore Doomed level 10
9th Dusk 122nd year of Ascendancy at 01:42 see stats
By Lweeem the Thalore Doomed level 6
4th Mirth 122nd year of Ascendancy at 01:26 see stats
By Lweeem the Thalore Doomed level 11
24th Dusk 122nd year of Ascendancy at 00:46 see stats
Log
Talent Feed is ready to use.
Lweeem receives 5 healing from Unnatural Body.
Lweeem uses Agony.
Rogue is writhing in agony!
Bandit resists the mind attack!
Rogue uses Switch Place.
Rogue performs a melee critical strike against Lweeem!
Rogue tries to evade attacks.
Your hatred grows even as your life fades! (+4 hate)
Rogue hits Lweeem for 23 physical, 12 physical (35 total damage).
Agony from Lweeem hits Bandit for 25 mind damage.
Rogue hits Lweeem for 3 acid damage.
Lweeem hits Rogue for 8 blight, 12 physical, 8 blight, 12 physical (39 total damage).
Lweeem hits Rogue for 9 blight, 14 physical, 9 blight, 14 physical (45 total damage).
Bandit uses Infusion: Insidious Poison.
Shadow casts Blindside.
Bandit's Infusion: Insidious Poison hits Lweeem for 10 nature damage.
Rogue uses Infusion: Regeneration.
Rogue starts regenerating health quickly.
Rogue resists the mind attack!
Agony from Lweeem hits Rogue for 4 mind damage.
Agony from Lweeem hits Bandit for 62 mind damage.
Rogue uses Highborn's Bloom.
Rogue performs a melee critical strike against Lweeem!
Your hatred grows even as your life fades! (+4 hate)
Rogue performs a melee critical strike against Lweeem!
Your hatred grows even as your life fades! (+4 hate)
Saving game...