Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 24 / 24% |
Size | medium |
Lifes / Deaths | Killed by Mayaranor the fire wyrm at level 23 on the 46th Haze 122nd year of Ascendancy at 15:49 4 / 3Killed by Mayaranor the fire wyrm at level 23 on the 46th Haze 122nd year of Ascendancy at 22:15 Killed by Grand Corruptor at level 24 on the 54th Haze 122nd year of Ascendancy at 23:32 |
Primary Stats
Strength | 21.170224963639 (base 12) |
Dexterity | 20.340449927278 (base 12) |
Constitution | 30 (base 12) |
Magic | 15.170224963639 (base 12) |
Willpower | 65.340449927278 (base 54) |
Cunning | 39 (base 41) |
Resources
Mana | 505/515 |
Psi | 281/422 |
Life | -348/341 |
Hate | 104/104 |
Soul | 8/10 |
Healing Factor | 1.6092147729953 |
Regeneration | 5.2299480122348 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +85.800647509016% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 8 |
See Invisible | 6 |
Stealth | 19 |
Offense: Mainhand
Damage | 41 |
Accuracy | 37 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Nature | +13% |
Acid | +6% |
Light | +10% |
Temporal | +6% |
Cold | +6% |
Mind | +10% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +15% |
Lightning | +10% |
Physical | +5% |
Cold | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 31 |
Ranged Defense | 35 |
Fatigue | 6 |
Physical Save | 44.8 |
Spell Save | 40.8 |
Mental Save | 48 |
Defense: Resistances
Blight | + 66%( 70%) |
Physical | -3%( 74%) |
Cold | + 67%( 70%) |
All | -9%( 70%) |
Darkness | + 27%( 70%) |
Light | + 31%( 70%) |
Lightning | 0%( 70%) |
Mind | + 3%( 70%) |
Fire | + 6%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 44 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Agility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -3 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The more you use runes, the longer they will take to recharge (+6 cooldowns). Runic Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+6% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 42 mind and 38 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 62 Mind damage, and deal 56 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -3 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 17% feedback damage from all damage done. Empathic Hex |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is hexed. Each time it uses an ability it takes 121.49 fire damage, and talent cooldowns are increased by 135% plus 1 turn. Burning Hex |
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 lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aeriwe the hummerhorn. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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. | 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 Wrathroot. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | dwarven-steel greatsword 'Flowerbrace' (Nightmares) (142% power, 2 apr) dwarven-steel greatsword 'Flowerbrace' (Nightmares) (142% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 Power: 142% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +16 (+8 eff.) Damage when hit (Melee): 4 nature Changes resistances: +15% nature Changes resistances penetration: +10% lightning Changes damage: +6% nature Critical mult.: +15.00% Disarm immunity: +53% Maximum hate: +4.00 Maximum psi: +40.00 Curse of Nightmares Massive two-handed swords. |
On hands | hardened leather gloves 'Ulysta' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Ulysta' (Nightmares) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 2 acid Changes stats: +4 Con Changes damage: +6% acid Physical save: +16 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +25% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +7% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Gileduzilarin' (Madness) (1 def, 0 armour) linen wizard hat 'Gileduzilarin' (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight / +6% fire / +6% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Light radius: +1 Curse of Madness A pointy cloth hat, very wizardly... |
On feet | Frozenspar the pair of rough leather boots (Madness) (0 def, 1 armour) Frozenspar the pair of rough leather boots (Madness) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes resistances penetration: +20% cold / +5% physical Critical mult.: +5.00% Only die when reaching: -40.00 life Maximum stamina: +30.00 Spellpower: +4 (+2 eff.) Curse of Madness A pair of boots made of leather. |
Tool | cleansing elm totem of healing [power 122] (5/15 cooldown) cleansing elm totem of healing [power 122] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great! |
On fingers | Ulyrig the Kilnreeve Ulyrig the KilnreevePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes resistances penetration: +15% temporal Changes damage: +6% temporal / +10% mind / +6% fire Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +6 Rings make your fingers look great! |
Around neck | Hailsmasher HailsmasherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Changes resistances: +14% mind / +24% cold Changes resistances penetration: +10% acid / +10% cold Confusion immunity: +22% Amulets make your neck look great! |
In main hand | Eilinyna the steel waraxe (Madness) (102% power, 3 apr) Eilinyna the steel waraxe (Madness) (102% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +4.0% Physical power: +15 (+5 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Physical save: +12 (+3 eff.) Disarm immunity: +28% Curse of Madness One-handed war axes. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | Black Mesh (Nightmares) (8 def, 2 armour, 150% power, 120 block) Black Mesh (Nightmares) (8 def, 2 armour, 150% power, 120 block)Requires: - Shield usage training - Dexterity 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | Kindlesting the linen cloak (Madness) (7 def, 4 armour) Kindlesting the linen cloak (Madness) (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +12% blight Physical save: +6 (+2 eff.) Healing mod.: +20% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gloravena the Icepanic (Nightmares) (0 def, 0 armour) Gloravena the Icepanic (Nightmares) (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +4 Con Changes resistances: +8% lightning / +8% darkness / +8% fire / +6% blight / +20% cold / +7% light / +11% all Changes damage: +7% nature / +6% cold Physical save: +12 (+3 eff.) Spell save: +22 (+6 eff.) Mental save: +33 (+11 eff.) Poison immunity: +31% Disease immunity: +20% Mindpower: +2 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; lightning, cold, arcane, physical) Prismatic Rune (6 turns; lightning, cold, arcane, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 58 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 cold, 5 arcane, 3 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 118; dur 4; cd 18) acid wave rune of the warrior (damage 118; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 58 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 118.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 16; cd 10) blink rune of the titan (range 5; phase 16; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 39 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. blink rune of the warrior (range 5; phase 21; cd 17)blink rune of the warrior (range 5; phase 21; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 55 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 64; cd 16) shatter afflictions rune of the sneak (absorb 64; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 53 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 41; cd 14) shatter afflictions rune of the wizard (absorb 41; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 50; dur 5; cd 15)shielding rune (absorb 50; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 51 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 4; cd 17) shielding rune (absorb 50; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 55 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 118; dur 4; cd 14) shielding rune of the duelist (absorb 118; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 111; dur 4; cd 14) shielding rune of the duelist (absorb 111; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 183; dur 3; cd 15) shielding rune of the sneak (absorb 183; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 51 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 114; dur 4; cd 17) shielding rune of the warrior (absorb 114; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 55 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 114 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 28; cd 11) teleportation rune (range 28; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Betorin BetorinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -4% Changes stats: +3 Dex / +2 Wil / +4 Cun / +3 Con Changes resistances: +2% physical Changes damage: +9% temporal Talent masteries: +0.16 Celestial / Crusader +0.16 Technique / Two-handed assault Mental save: +7 (+2 eff.) Confusion immunity: +12% Life regen: +1.00 Stamina each turn: +1.50 Mindpower: +6 (+2 eff.) Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Brightwish the copper amulet Brightwish the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +4 Armour: +4 Defense: +5 (+2 eff.) Changes stats: +3 Dex Changes damage: +12% fire Physical save: +9 (+2 eff.) Amulets make your neck look great! |
Magmawaker the gold amulet Magmawaker the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Dex / +4 Con Changes resistances: +21% fire Changes resistances penetration: +10% blight Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Vileminister' copper amulet 'Vileminister'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 4 nature Changes resistances: +2% physical / +12% light / +11% darkness Critical mult.: +20.00% Blindness immunity: +22% Stamina each turn: +2.00 See invisible: +3 Amulets make your neck look great! |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
gold amulet 'Blacksorrow' gold amulet 'Blacksorrow'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% physical / +12% temporal Changes resistances penetration: +25% mind Changes damage: +15% darkness / +9% temporal Mental save: +15 (+5 eff.) Stamina each turn: +0.60 Maximum hate: +6.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
grounding steel amulet of magic (+2) grounding steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% lightning Stun/Freeze immunity: +28% Amulets make your neck look great! |
insulating copper amulet of cunning (+3) insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% cold / +10% fire Amulets make your neck look great! |
mindweaver's copper amulet mindweaver's copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
restful steel amulet of murder restful steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Fatigue: -5% Critical mult.: +12.00% Life regen: +2.00 Amulets make your neck look great! |
Cuthyhor CuthyhorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Changes stats: +3 Con / +2 Mag Changes resistances: +32% fire / +4% physical Changes damage: +16% fire Physical save: +6 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Demonradiance the copper ring Demonradiance the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +1% physical / +24% light / +6% mind Changes damage: +12% light / +3% darkness Reduces incoming crit damage: 15.00% Pinning immunity: +10% Rings make your fingers look great! |
Flarestreak FlarestreakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% acid / +25% fire Changes resistances penetration: +20% acid Changes damage: +9% acid / +11% fire Rings make your fingers look great! |
Manutir the copper ring Manutir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% temporal / +3% mind / +5% arcane Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
copper ring 'Undeathminister' copper ring 'Undeathminister'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +3 Con Changes resistances: +3% nature / +9% cold Changes resistances penetration: +25% nature Changes damage: +3% nature / +3% cold Physical save: +6 (+2 eff.) Rings make your fingers look great! |
copper ring of arcana (+0.10/turn) copper ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
psionicist's copper ring of pilfering psionicist's copper ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of the mind (+11%) rogue's steel ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
balanced steel battleaxe of massacre (Madness) (139% power, 2 apr) balanced steel battleaxe of massacre (Madness) (139% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +31% Curse of Madness Massive two-handed battleaxes. |
Mercy (Misfortune) (143% power, 9 apr) Mercy (Misfortune) (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Misfortune This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (Shrouds) (111% power, 20 apr) Shantiz the Stormblade (Shrouds) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
enhanced steel dagger of evisceration (Misfortune) (107% power, 6 apr) enhanced steel dagger of evisceration (Misfortune) (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Changes stats: +5 Str / +4 Dex / +4 Mag / +7 Wil / +3 Cun / +4 Con Curse of Misfortune Sharp, short and deadly. |
Aruvea (Nightmares) (123% power, 3 apr) Aruvea (Nightmares) (123% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 123% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% nature / +3% cold Changes damage: +12% mind Reduces incoming crit damage: 15.00% Pinning immunity: +20% Stun/Freeze immunity: +10% Curse of Nightmares Sharp, long, and deadly. |
stralite mace 'Adosebeth' (Shrouds) (144% power, 5 apr) stralite mace 'Adosebeth' (Shrouds) (144% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). When wielded/worn: Accuracy: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% * 20% chance to reduce strength, dexterity, and constitution by 11 Damage when hit (Melee): 4 blight Changes stats: +11 Str / +3 Dex / +5 Mag / +9 Wil / +6 Cun / +6 Con Changes resistances: +3% blight Changes resistances penetration: +5% acid Changes damage: +9% physical Curse of Shrouds Blunt and deadly. |
Gleba the dwarven-steel waraxe (Corpses) (121% power, 4 apr) Gleba the dwarven-steel waraxe (Corpses) (121% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 blight / +14 cold When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +10% blight Changes damage: +3% blight Critical mult.: +5.00% Disease immunity: +18% Spellpower on spell critical (stacks up to 3 times): +4 Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Glyna the Murkraze (Misfortune) (118% power, 4 apr)Glyna the Murkraze (Misfortune) (118% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Damage (Melee): +12 nature Damage (radius 2) on crit: +16 nature When wielded/worn: Changes stats: +3 Str / +3 Mag / +9 Con Changes resistances penetration: +10% nature Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Jettouch' (Misfortune) (121% power, 4 apr)dwarven-steel waraxe 'Jettouch' (Misfortune) (121% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 darkness Changes resistances: +6% mind / +6% darkness Changes damage: +24% darkness Maximum vim: +50.00 Spellpower: +15 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune One-handed war axes. |
Icereeve (Madness) Icereeve (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +9% lightning / +9% mind Changes resistances penetration: +5% cold Changes damage: +6% mind / +6% cold Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Madness A belt that goes around your waist. |
Unlightvalor (Misfortune) Unlightvalor (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +3% darkness Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) Light radius: +2 See invisible: +9 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
nightruned rough leather belt of unlife (Shrouds) nightruned rough leather belt of unlife (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight / +5% light / +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
spiritwalker's rough leather belt of magery (Nightmares) spiritwalker's rough leather belt of magery (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +8 Mag / +4 Wil Mana each turn: +0.13 Maximum mana: +22.00 Spell crit. chance: +4% Curse of Nightmares A belt that goes around your waist. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
enveloping linen cloak of Iron Throne (Nightmares) (7 def, 0 armour) enveloping linen cloak of Iron Throne (Nightmares) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunter (Corpses) (2 def, 10 armour) thick cashmere cloak of the hunter (Corpses) (2 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+8 eff.) Armour: +10 Defense: +2 (+1 eff.) Fatigue: -7% Changes resistances: +15% cold Maximum life: +59.00 Maximum stamina: +17.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeragarin (Madness) (0 def, 0 armour) Aeragarin (Madness) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +9% mind / +9% all Critical mult.: +28.00% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum hate: +4.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of dwarven-steel boots of evasion (Madness) (6 def, 4 armour)blood-soaked pair of dwarven-steel boots of evasion (Madness) (6 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +3% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Isyma' (Nightmares) (0 def, 1 armour) pair of rough leather boots 'Isyma' (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Damage when hit (Melee): 6 mind Changes resistances: +3% blight / +3% cold / +6% nature / +9% lightning Life regen: +2.00 Healing mod.: +11% Curse of Nightmares A pair of boots made of leather. |
Nerymissra the rough leather gloves (Madness) (0 def, 9 armour) Nerymissra the rough leather gloves (Madness) (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Damage (Melee): 6 physical Changes resistances: +3% darkness Changes damage: +3% physical Silence immunity: +20% Maximum hate: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Nightmares) (0 def, 0 armour) Sludgegrip (Nightmares) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
sand hardened leather gloves of sorrow (Shrouds) (0 def, 8 armour) sand hardened leather gloves of sorrow (Shrouds) (0 def, 8 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Damage (Melee): 7 physical / 15 mind / 13 darkness Changes damage: +3% physical Mental save: -11 (-4 eff.) Mindpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthegar (Nightmares) (1 def, 0 armour) Cuthegar (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +10 (+4 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +16% nature Changes damage: +11% nature / +18% physical Only die when reaching: -60.00 life Curse of Nightmares A pointy cloth hat, very wizardly... |
Layewyn the cashmere wizard hat (Shrouds) (12 def, 0 armour) Layewyn the cashmere wizard hat (Shrouds) (12 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +4 Cun Changes resistances: +3% fire / +19% nature / +12% mind Changes damage: +13% nature / +12% mind Mental save: +6 (+2 eff.) Confusion immunity: +20% Only die when reaching: -20.00 life Curse of Shrouds A pointy cloth hat, very wizardly... |
Delakor (Madness) (3 def, 8 armour) Delakor (Madness) (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +21% lightning / +13% arcane / +9% mind Spell save: +34 (+10 eff.) Mental save: +6 (+2 eff.) Silence immunity: +10% Curse of Madness A suit of armour made of mail. |
stralite shield of crushing (Shrouds) (0 def, 8 armour, 164% power, 135 block) stralite shield of crushing (Shrouds) (0 def, 8 armour, 164% power, 135 block)Requires: - Shield usage training - Dexterity 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +8 Fatigue: +8% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist agate 55 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz 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. |
dwarven-steel pickaxe 'Artholar' (dig speed 14 turns) dwarven-steel pickaxe 'Artholar' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +14 Changes stats: +6 Str Changes resistances penetration: +19% physical Changes damage: +9% arcane Stamina each turn: +3.00 Mana when firing critical spell: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burnlord [power 105] (5/15 cooldown) Burnlord [power 105] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 21% Changes stats: +2 Con Changes resistances: +9% acid / +6% fire Changes damage: +9% fire Infravision radius: +2 It can be used to blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sootwolf [power 17] (5/20 cooldown) Sootwolf [power 17] (5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +20 (+8 eff.) Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% darkness Physical save: +15 (+4 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Gissra [power 116] (5/20 cooldown) Gissra [power 116] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str / +2 Con Changes resistances: +5% arcane / +6% cold It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ai01 the Ghoul Adventurer level 11
30th Dusk 122nd year of Ascendancy at 05:11 see stats
By ai01 the Ghoul Adventurer level 19
65th Dusk 122nd year of Ascendancy at 00:42 see stats
By ai01 the Ghoul Adventurer level 10
6th Dusk 122nd year of Ascendancy at 09:49 see stats
By ai01 the Ghoul Adventurer level 20
65th Dusk 122nd year of Ascendancy at 01:14 see stats
By ai01 the Ghoul Adventurer level 21
15th Haze 122nd year of Ascendancy at 12:43 see stats
By ai01 the Ghoul Adventurer level 7
7th Flare 122nd year of Ascendancy at 13:17 see stats
By ai01 the Ghoul Adventurer level 10
19th Dusk 122nd year of Ascendancy at 01:29 see stats
By ai01 the Ghoul Adventurer level 21
34th Haze 122nd year of Ascendancy at 04:25 see stats
By ai01 the Ghoul Adventurer level 11
21st Dusk 122nd year of Ascendancy at 03:43 see stats
By ai01 the Ghoul Adventurer level 17
48th Dusk 122nd year of Ascendancy at 10:28 see stats
Log
Grand Corruptor hits ai01 for (221 resilience), (60 deflected), 22 to psi, 81 blight (102 total damage).
Grand Corruptor receives 313 healing.
Grand Corruptor killed Terror!
Terror is poisoned with insidious blight!!
Grand Corruptor's blight poison area effect hits ai01 for (44 deflected), 0 blight (0 total damage).
Grand Corruptor's blight poison area effect hits Terror for 156 blight damage.
Grand Corruptor's armor corrodes!
Lava floor burns Terror!
Grand Corruptor hits Terror for 221 fire damage.
Mindrot hits Grand Corruptor for 3 mind, 1 darkness (4 total damage).
Ai01's Beyond the Flesh hits Grand Corruptor for 38 physical, 13 light, 3 mind (54 total damage).
Overkill hits ai01 for (1 deflected), 0 blight (0 total damage).
Overkill hits Terror for 2 blight damage.
Overkill hits Terror for 2 blight damage.
Insidious Blight from Grand Corruptor hits Terror for 156 blight damage.
Insidious Blight from Grand Corruptor killed Terror!
Lava floor heals Grand Corruptor!
Grand Corruptor casts Empathic Hex.
Ai01 harrows Grand Corruptor!
Ai01 is hexed.
Terror is hexed.
Grand Corruptor's spell attains critical power!
ai01 converts some damage to Psi!
Curse of Nightmares hits Grand Corruptor for 33 mind, 3 darkness (36 total damage).
Bone Spike hits ai01 for (24 resilience), (60 deflected), 22 to psi, 81 physical (102 total damage).
Grand Corruptor receives 313 healing.
Talent Blindside is ready to use.
Talent Rune: Shielding is ready to use.
Ai01's mania hastens cooldowns.
Grand Corruptor deactivates Fearscape.