Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 21 / 85% |
Size | medium |
Lifes / Deaths | Killed by Porimitta the deformed treant at level 15 on the 26th Dusk 122nd year of Ascendancy at 23:37 / 2Killed by Philip at level 21 on the 46th Dusk 122nd year of Ascendancy at 07:10 |
Primary Stats
Strength | 50 (base 50) |
Dexterity | 19 (base 10) |
Constitution | 18 (base 10) |
Magic | 12 (base 10) |
Willpower | 45 (base 45) |
Cunning | 14 (base 10) |
Resources
Life | -37/646 |
Hate | 100/100 |
Healing Factor | 1.3211363549267 |
Regeneration | 7.0680794988581 |
Speed
Mental | +15% |
Attack | +15% |
Movement | -8.8817841970013E-14% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 102 |
Accuracy | 39 |
Crit Chance | 10% |
APR | 17 |
Speed | 0.87 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 5% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Light | +10% |
Cold | +9% |
Fire | +12% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +10% |
Nature | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 15 |
Physical Save | 38 |
Spell Save | 19 |
Mental Save | 36 |
Defense: Resistances
Physical | + 9%( 70%) |
Acid | + 10%( 70%) |
Light | + 43%( 70%) |
Temporal | + 13%( 70%) |
Lightning | + 22%( 70%) |
Arcane | + 12%( 70%) |
Fire | + 32%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 76% |
Fear Resistance | 41% |
Poison Resistance | 10% |
Blind Resistance | 20% |
Silence Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Eilinarebreta the cave bear. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 | pair of iron boots 'Quenchrend' (Corpses) (0 def, 3 armour) pair of iron boots 'Quenchrend' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun / +2 Con Changes resistances: +2% physical Changes damage: +9% cold Reduces incoming crit damage: 10.00% Physical save: +11 (+4 eff.) Mental save: +13 (+6 eff.) Maximum life: +60.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Ivoba the iron helm (Nightmares) (0 def, 3 armour) Ivoba the iron helm (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% acid Poison immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +3.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dragonbone wand of shielding 'Gloomcut' [power 380] (5/20 cooldown) dragonbone wand of shielding 'Gloomcut' [power 380] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances penetration: +20% darkness It can be used to create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | stralite ring 'Glimmerquell' stralite ring 'Glimmerquell'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex / +4 Con Changes resistances: +24% fire / +9% light / +5% arcane Changes resistances penetration: +10% light Changes damage: +12% fire Physical save: +8 (+3 eff.) Rings make your fingers look great! |
On fingers | gold ring 'Olelathakhad' gold ring 'Olelathakhad'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% lightning Changes damage: +15% mind Mental save: +8 (+4 eff.) Blindness immunity: +20% Confusion immunity: +35% Teleport immunity: +10% Healing mod.: +15% Rings make your fingers look great! |
Around waist | Neryyaba (Shrouds) Neryyaba (Shrouds)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +25 (+10 eff.) Changes resistances: +6% temporal / +3% fire Physical save: +8 (+3 eff.) Mental save: +3 (+2 eff.) Life regen: +2.00 Maximum life: +80.00 Mindpower: +7 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
In main hand | Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Eremuleg (Corpses) (0 def, 2 armour) Eremuleg (Corpses) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 5 fire / 5 cold / 5 lightning Changes stats: +2 Mag / +2 Wil Changes damage: +6% mind Mental save: +9 (+4 eff.) Mindpower: +30 (+9 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | rejuvenating hardened leather armour of alacrity (Misfortune) (9 def, 6 armour) rejuvenating hardened leather armour of alacrity (Misfortune) (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +3.10 Stamina each turn: +0.80 Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Misfortune A suit of armour made of leather. |
Cloak | Vorura the Voidblast (Madness) (1 def, 0 armour) Vorura the Voidblast (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind / 8 darkness Changes resistances penetration: +5% mind / +10% nature Psi when hit: +0.04 Maximum life: +31.00 Mindpower: +15 (+5 eff.) 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. |
Around neck | steel amulet 'Beleta' steel amulet 'Beleta'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +13% lightning Physical save: +6 (+2 eff.) Stun/Freeze immunity: +26% Maximum stamina: +30.00 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the warrior (heal 155; cd 10)healing infusion of the warrior (heal 155; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -159; dur 6; cd 28) heroism infusion of the sneak (die at -159; dur 6; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -159 life. The duration and life will increase by 1% for every 1% life you have lost (currently 327 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 454%; cd 13) movement infusion of the titan (speed 454%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 24%; mental; dur 4; cd 11) wild infusion of the psychic (res 24%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; physical; dur 4; cd 12) wild infusion of the titan (res 19%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; mental; dur 3; cd 14) wild infusion of the titan (res 19%; mental; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 65; cd 15) shatter afflictions rune of the psychic (absorb 65; 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: 15 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 65 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 Willpower 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 psychic (absorb 65; cd 13) shatter afflictions rune of the psychic (absorb 65; cd 13)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: 13 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 65 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 Willpower 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 psychic (absorb 76; cd 14) shatter afflictions rune of the psychic (absorb 76; 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: 14 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 76 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 Willpower 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 158; dur 3; cd 18) shielding rune of the duelist (absorb 158; dur 3; 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: 18 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 158 damage for 3 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. |
Charhue CharhueInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +5 Changes stats: +3 Wil Changes resistances: +3% fire Changes resistances penetration: +5% fire Physical save: +3 (+1 eff.) Amulets make your neck look great! |
grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
restful copper amulet of willpower (+2) restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +1.00 Amulets make your neck look great! |
Ebonyseam the copper ring Ebonyseam the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +6% blight / +3% darkness Rings make your fingers look great! |
copper ring 'Islonor' copper ring 'Islonor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Changes stats: +3 Cun / +2 Dex Knockback immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Smoldermalice the steel battleaxe (Corpses) (28-41 power, 8 apr)Smoldermalice the steel battleaxe (Corpses) (28-41 power, 8 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 acid Damage against: +7% Unnatural When wielded/worn: Armour: +4 Changes stats: +2 Str / +5 Wil Changes resistances: +6% fire Curse of Corpses Massive two-handed battleaxes. |
inquisitor's stralite battleaxe of erosion (Misfortune) (42-63 power, 3 apr) inquisitor's stralite battleaxe of erosion (Misfortune) (42-63 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 nature Curse of Misfortune Massive two-handed battleaxes. |
Layigalle the dwarven-steel dagger (Nightmares) (18-23 power, 7 apr) Layigalle the dwarven-steel dagger (Nightmares) (18-23 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 17% When wielded/worn: Changes stats: +8 Con / +7 Wil Changes resistances: +12% temporal / +9% fire Critical mult.: +10.00% Maximum life: +65.00 Mindpower: +5 (+2 eff.) Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Tempestravage (Misfortune) (12-16 power, 6 apr)Tempestravage (Misfortune) (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +4 lightning When wielded/worn: Changes resistances: +9% lightning / +15% cold Changes damage: +3% lightning / +6% fire / +6% cold Curse of Misfortune Sharp, short and deadly. |
Unerring Scalpel (Shrouds) (15-20 power, 25 apr) Unerring Scalpel (Shrouds) (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger of massacre (Corpses) (24-32 power, 7 apr) dwarven-steel dagger of massacre (Corpses) (24-32 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel dagger of massacre (Misfortune) (24-32 power, 7 apr)hateful dwarven-steel dagger of massacre (Misfortune) (24-32 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Curse of Misfortune Sharp, short and deadly. |
thought-forged steel dagger (Misfortune) (13-17 power, 6 apr) thought-forged steel dagger (Misfortune) (13-17 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 33 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Curse of Misfortune Sharp, short and deadly. |
voratun dagger of erosion (Misfortune) (38-49 power, 9 apr) voratun dagger of erosion (Misfortune) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +5 nature Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel dagger of massacre (Shrouds) (20-26 power, 6 apr)warbringer's steel dagger of massacre (Shrouds) (20-26 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +8% physical Disarm immunity: +16% Curse of Shrouds Sharp, short and deadly. |
Gloramithra (Corpses) (26-39 power, 2 apr) Gloramithra (Corpses) (26-39 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 darkness / +9 nature Damage (radius 1) on hit: +16 mind Damage against: +9% Living When wielded/worn: Changes resistances penetration: +5% arcane Curse of Corpses Massive two-handed mauls. |
Strikewither (Misfortune) (18-27 power, 1 apr) Strikewither (Misfortune) (18-27 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Changes stats: +1 Cun Changes damage: +3% mind Critical mult.: +5.00% Curse of Misfortune Massive two-handed mauls. |
stralite greatmaul 'Poribredalle' (Corpses) (55-82 power, 3 apr) stralite greatmaul 'Poribredalle' (Corpses) (55-82 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 33 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +16 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +5 (+2 eff.) Defense: +20 (+9 eff.) Changes stats: +2 Cun / +3 Wil Changes damage: +15% arcane Critical mult.: +26.00% Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Spiderbiter the iron greatsword (Corpses) (16-26 power, 1 apr)Spiderbiter the iron greatsword (Corpses) (16-26 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 1) on hit: +4 nature / +16 fire When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 6 light Changes resistances: +12% light Disarm immunity: +32% Curse of Corpses Massive two-handed swords. |
Surefire (Nightmares) Surefire (Nightmares)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Nightmares This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
fungal yew longbow of fire (Madness) fungal yew longbow of fire (Madness)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Changes stats: +5 Con Changes damage: +15% fire Talent mastery: +0.15 Wild-gift / Fungus Curse of Madness It can be used to regenerate 186 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. truestriking steel longsword of evisceration (Misfortune) (16-23 power, 3 apr)truestriking steel longsword of evisceration (Misfortune) (16-23 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +7% physical Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Undeathbraid the iron mace (Nightmares) (13-18 power, 2 apr)Undeathbraid the iron mace (Nightmares) (13-18 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Damage when hit (Melee): 8 darkness / 6 nature Changes resistances: +12% lightning Changes resistances penetration: +25% nature Curse of Nightmares Blunt and deadly. |
Layulramira (Nightmares) (26-37 power, 6 apr) Layulramira (Nightmares) (26-37 power, 6 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Changes stats: +10 Con / +10 Wil Changes damage: +12% physical Only die when reaching: -40.00 life Maximum life: +10.00 Curse of Nightmares One-handed war axes. |
Vorilemivena the steel waraxe (Misfortune) (14-19 power, 3 apr) Vorilemivena the steel waraxe (Misfortune) (14-19 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes resistances penetration: +25% mind / +7% fire Changes damage: +7% fire Mindpower: +5 (+2 eff.) Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking steel waraxe of evisceration (Madness) (12-17 power, 3 apr)truestriking steel waraxe of evisceration (Madness) (12-17 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes resistances penetration: +7% physical Curse of Madness One-handed war axes. |
Glilewe (Madness) Glilewe (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun / +2 Con Changes resistances: +6% blight / +6% fire / +9% cold Silence immunity: +10% Curse of Madness A belt that goes around your waist. |
Silurileda (Corpses) Silurileda (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes resistances: +6% light / +6% darkness Changes resistances penetration: +10% acid Changes damage: +3% temporal Light radius: +3 Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Chargemark' (Nightmares)rough leather belt 'Chargemark' (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +7% fire / +7% cold Changes damage: +27% lightning / +18% fire / +9% acid Curse of Nightmares A belt that goes around your waist. |
Turetodar the Boltmaim (Corpses) (8 def, 0 armour) Turetodar the Boltmaim (Corpses) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes resistances: +18% lightning / +16% fire / +13% light / +3% mind Changes resistances penetration: +5% mind Changes damage: +3% nature Stealth bonus: +8 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. |
Gimiwen (Madness) (0 def, 4 armour) Gimiwen (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Dex / +4 Mag / +3 Con Blindness immunity: +20% Life regen: +4.00 Infravision radius: +2 Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Grinydoharastir the Glittermire (Nightmares) (0 def, 3 armour) Grinydoharastir the Glittermire (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +2 Wil / +8 Lck Changes resistances penetration: +15% mind Changes damage: +6% light / +12% mind Stealth bonus: +8 Maximum psi: +40.00 Curse of Nightmares A pair of boots made of leather. |
Lisivea (Madness) (0 def, 4 armour) Lisivea (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +3% nature Changes resistances penetration: +25% physical Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Curse of Madness 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 'Frigidqueller' (Madness) (0 def, 1 armour) pair of rough leather boots 'Frigidqueller' (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Cun / +2 Con Changes resistances penetration: +15% cold Physical save: +9 (+3 eff.) Silence immunity: +20% Healing mod.: +10% Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Kilnwisp' (Nightmares) (0 def, 1 armour) pair of rough leather boots 'Kilnwisp' (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Changes resistances: +6% blight / +3% fire / +6% light Changes resistances penetration: +5% acid Curse of Nightmares A pair of boots made of leather. |
Branunik the dwarven-steel gauntlets (Madness) (0 def, 4 armour) Branunik the dwarven-steel gauntlets (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Dex / +3 Con Changes resistances: +9% cold Life regen: +5.00 Stamina each turn: +0.80 Maximum stamina: +14.00 See invisible: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Isiwyn the dwarven-steel gauntlets (Madness) (0 def, 2 armour) Isiwyn the dwarven-steel gauntlets (Madness) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 blight Changes resistances: +16% blight / +3% temporal / +5% arcane / +3% nature Changes damage: +6% blight Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Maximum psi: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Murkreek the hardened leather gloves (Shrouds) (0 def, 2 armour) Murkreek the hardened leather gloves (Shrouds) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes stats: +4 Dex Changes resistances: +9% nature Changes resistances penetration: +20% nature Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring dwarven-steel gauntlets (Corpses) (0 def, 2 armour)scouring dwarven-steel gauntlets (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Spell save: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. umbral hardened leather gloves of magic (+3) (Shrouds) (0 def, 2 armour)umbral hardened leather gloves of magic (+3) (Shrouds) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 darkness Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +6% darkness / +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ashblood the hardened leather cap (Shrouds) (0 def, 3 armour) Ashblood the hardened leather cap (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Dex / +2 Mag / +8 Cun Changes resistances: +12% fire Curse of Shrouds A cap made of leather. |
Cloud Caller (Madness) (0 def, 0 armour) Cloud Caller (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.86 to 134.58 lightning damage (89.72 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Delorand (Madness) (20 def, 4 armour) Delorand (Madness) (20 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +20 (+9 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +8% fire / +7% cold Reduces incoming crit damage: 10.00% Light radius: +2 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Huronarimnir the rough leather cap (Shrouds) (0 def, 1 armour) Huronarimnir the rough leather cap (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +5 Dex / +3 Mag See invisible: +15 Curse of Shrouds A cap made of leather. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zubarin the Noonusher (Madness) (0 def, 3 armour) Zubarin the Noonusher (Madness) (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +6% temporal / +3% darkness / +7% blight / +3% cold / +6% nature / +5% arcane Changes damage: +3% light Physical save: +14 (+5 eff.) Curse of Madness A cap made of leather. |
aegis linen wizard hat of arcana (Nightmares) (1 def, 0 armour) aegis linen wizard hat of arcana (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +4 Wil Life regen: +1.60 Spellpower: +3 (+3 eff.) Damage Shield Power: +5% Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather cap of dexterity (+4) (Misfortune) (0 def, 3 armour)hardened leather cap of dexterity (+4) (Misfortune) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Curse of Misfortune A cap made of leather. |
iron helm 'Frigidpiety' (Misfortune) (0 def, 3 armour) iron helm 'Frigidpiety' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% mind / +5% cold Changes resistances penetration: +10% cold Changes damage: +3% cold Allows you to breathe in: water Mindpower: +15 (+5 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenuyaromilen (Corpses) (11 def, 8 armour) Elenuyaromilen (Corpses) (11 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+4 eff.) Armour: +8 Defense: +11 (+5 eff.) Fatigue: +7% Changes stats: +1 Cun / +2 Dex Changes resistances: +15% acid Critical mult.: +12.00% Physical save: +6 (+2 eff.) Mental save: +12 (+5 eff.) Life regen: +2.20 Stamina each turn: +0.60 Curse of Corpses A suit of armour made of leather. |
Skin of Many (Misfortune) (12 def, 6 armour) Skin of Many (Misfortune) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Misfortune The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Isubreda' (Nightmares) (26 def, 4 armour)cured leather armour 'Isubreda' (Nightmares) (26 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Armour: +4 Defense: +26 (+11 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 61% * 10 arcane resource burn Changes resistances: +7% physical Critical mult.: +12.00% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic cured leather armour of Toknor (Nightmares) (6 def, 9 armour)volcanic cured leather armour of Toknor (Nightmares) (6 def, 9 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +13% physical Critical mult.: +11.00% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Rainusher the steel plate armour (Corpses) (0 def, 9 armour)Rainusher the steel plate armour (Corpses) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +13% blight / +12% nature / +6% lightning Changes damage: +9% nature Blindness immunity: +20% Confusion immunity: +20% Maximum life: +100.00 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Thalore-Wood Cuirass (Shrouds) (4 def, 12 armour)Thalore-Wood Cuirass (Shrouds) (4 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Shrouds Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
voratun shield 'Amimador' (Misfortune) (0 def, 15 armour, 62-74 power, 270.5 block) voratun shield 'Amimador' (Misfortune) (0 def, 15 armour, 62-74 power, 270.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 61.5 - 73.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +270 On weapon hit: * 20% chance to reduce armor by 17% Damage (radius 1) on hit: +8 acid When wielded/worn: Armour: +15 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +21% cold Talent granted: +1 Block Mental save: +9 (+4 eff.) Maximum life: +70.00 Curse of Misfortune Handheld deflection devices. |
4 agate 4 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. |
395 alchemist agate 395 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brightscar the iron pickaxe (dig speed 31 turns) Brightscar the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +6% temporal / +3% light Changes resistances penetration: +5% acid Light radius: +2 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 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. |
Heatquell HeatquellPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +1 Mag Changes resistances: +5% arcane / +9% fire Changes damage: +6% blight Blindness immunity: +20% Vim when firing critical spell: +2.00 Light radius: +3 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
soothing iron torque of mindblast [power 100] (5/15 cooldown) soothing iron torque of mindblast [power 100] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Rhudublek' [power 230] (5/15 cooldown) yew totem of stinging 'Rhudublek' [power 230] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Con Changes resistances: +4% physical Changes damage: +6% acid Reduces incoming crit damage: 5.00% Stamina each turn: +2.00 It can be used to sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyrenn [power 105] (5/15 cooldown) Cyrenn [power 105] (5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes resistances: +2% physical Changes damage: +3% physical It can be used to fire a magical bolt dealing 114 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
8 citrine 8 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 Philip the Cornac Cursed level 15
22nd Dusk 122nd year of Ascendancy at 13:30 see stats
By Philip the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 12:24 see stats
By Philip the Cornac Cursed level 20
44th Dusk 122nd year of Ascendancy at 07:53 see stats
By Philip the Cornac Cursed level 9
1st Summertide 122nd year of Ascendancy at 17:59 see stats
By Philip the Cornac Cursed level 14
3rd Dusk 122nd year of Ascendancy at 09:49 see stats
By Philip the Cornac Cursed level 17
36th Dusk 122nd year of Ascendancy at 04:39 see stats
By Philip the Cornac Cursed level 15
26th Dusk 122nd year of Ascendancy at 23:37 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Philip is recovering from the damage!
Philip has shrugged off 25 damage and is ready for more.
Talent Resonance Field is ready to use.
Bleeding from Porath the poison ivy hits Philip for 105 physical damage.
Philip harrows Porath the poison ivy!
Rampaging hits Philip for (25 rampage shugs off) damage.
Curse of Nightmares hits Philip for 27 mind, 40 darkness (67 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Philip has shrugged off 25 damage and is ready for more.
Bleeding from Porath the poison ivy hits Philip for 113 physical damage.
Philip harrows Porath the poison ivy!
Rampaging hits Philip for (25 rampage shugs off) damage.
Curse of Nightmares hits Philip for 27 mind, 40 darkness (67 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Philip has shrugged off 25 damage and is ready for more.
Your rampage is invigorated by the intense onslaught! (+1 duration)
Talent Infusion: Wild is ready to use.
Bleeding from Porath the poison ivy hits Philip for 116 physical damage.
Philip harrows Porath the poison ivy!
Rampaging hits Philip for (25 rampage shugs off) damage.
Curse of Nightmares hits Philip for 1 mind, 40 darkness (41 total damage).
Philip the level 21 cornac cursed was shadowed to death by himself out of supreme humility on level 4 of Old Forest.
You carry too much--you are encumbered!
Drop some of your items.