










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 22 / 27% |
| Size | big |
| Lifes / Deaths | Killed by orc corruptor at level 15 on the 27th Dusk 122nd year of Ascendancy at 12:20 0 / 6Killed by Isanne the Thug at level 16 on the 34th Dusk 122nd year of Ascendancy at 21:40 Killed by Isanne the Thug at level 16 on the 35th Dusk 122nd year of Ascendancy at 00:26 Killed by Elathra the sand-drake at level 20 on the 49th Dusk 122nd year of Ascendancy at 22:11 Killed by thought-forged bowman at level 21 on the 50th Dusk 122nd year of Ascendancy at 22:35 Killed by The Fragmented Essence of Harkor'Zun at level 22 on the 12nd Haze 122nd year of Ascendancy at 09:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 74 (base 48) |
| Cunning | 83 (base 47) |
Resources
| Life | -164/445 |
| Hate | 100/100 |
| Equilibrium | 30 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873166 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 48 |
| Crit Chance | 35% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 48 |
| Crit Chance | 35% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +15% |
| Nature | +12% |
| Darkness | +31% |
| Mind | +12% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +8% |
| Darkness | +10% |
| Mind | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 5 |
| Physical Save | 21 |
| Spell Save | 35 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Blight | + 5%( 70%) |
| Cold | + 8%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 2%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 31% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 61% |
| Fear Resistance | 31% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Knockback Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 80 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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 / Darkness | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed form | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
Escort the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara) | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | 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 Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Breezesaw the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+3 eff.) Armour: +3 Damage when hit (Melee): 4 darkness Changes resistances: +3% nature / +3% lightning Changes resistances penetration: +25% nature / +8% physical Changes damage: +12% nature / +6% darkness A pair of boots made of leather. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 130, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 267.24 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 1/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Muckwolf (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% fire Mental save: +12 (+4 eff.) Mindpower: +4 (+1 eff.) A cap made of leather. |
| On hands | scouring hardened leather gloves of war-making (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Effects when hit in melee: * 16 arcane resource burn Critical mult.: +7.00% Spell save: +11 (+5 eff.) Spell crit. chance: +6% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 202 Base Damage: 105 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 25 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 | SparkbreacherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% lightning / +15% fire Changes resistances penetration: +5% mind Changes damage: +9% mind / +6% fire Rings make your fingers look great! |
| On fingers | Glaregrind the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Damage when hit (Melee): 8 light Changes stats: +7 Dex / +4 Mag / +7 Wil / +16 Cun / +1 Con Changes resistances: +3% light Mental save: +10 (+4 eff.) Confusion immunity: +30% Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
| Around neck | gold amulet of perfection (0.20 Cursed / Darkness,0.20 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.20 Cursed / Darkness +0.20 Cursed / Cursed form Amulets make your neck look great! |
| In main hand | Floevenom the vined mindstar (6-7 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 3 darkness Changes stats: +3 Cun / +5 Wil Changes resistances: +6% cold Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Spell save: +2 (+1 eff.) Mindpower: +19 (+5 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Shocknight the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 4 mind Changes resistances: +12% mind Changes damage: +15% lightning / +6% darkness Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Zanuhell (6-7 power, 19 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +1 Defense: +15 (+7 eff.) Changes stats: +1 Dex / +3 Cun / +1 Con Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Physical save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Physical save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 76.14 to 228.43 lightning damage (152.28 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
movement infusion (speed 418%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 418% 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. 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 warrior (speed 500%; 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 increase movement speed by 500% 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 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. |
regeneration infusion of the titan (heal 121; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. 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. |
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 (+1 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... |
clarifying steel amulet of mastery (0.13 Cursed / Punishments)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Talent mastery: +0.13 Cursed / Punishments Confusion immunity: +25% Amulets make your neck look great! |
SearguileInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +22% cold Changes damage: +6% fire / +11% cold Physical save: +3 (+2 eff.) Blindness immunity: +10% Rings make your fingers look great! |
Winterrend the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +6% nature / +6% cold Changes damage: +3% acid / +3% cold Rings make your fingers look great! |
gold ring 'Crackleshear'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +2% physical / +18% fire Changes damage: +12% lightning / +9% cold Life regen: +7.00 Maximum life: +43.00 Healing mod.: +13% Rings make your fingers look great! |
LayossraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +4 Cun / +3 Wil Changes resistances: +3% light / +9% nature Changes damage: +6% mind Damage against: +17% Summoned Reduced damage from: +17% Summoned Disarm immunity: +10% A belt that goes around your waist. |
Cuthudil the Barkstreaker (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +6% nature Changes damage: +6% nature Psi when hit: +0.08 Maximum psi: +30.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashtyphoon (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +1 Wil Changes resistances: +7% all Changes resistances penetration: +20% nature Changes damage: +6% lightning / +9% mind Physical save: +16 (+8 eff.) Mindpower: +5 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Squalortide the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +25 (+13 eff.) Damage when hit (Melee): 10 nature Changes resistances: +6% lightning / +12% physical / +7% all Changes damage: +12% physical Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningbrawn (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +15 (+7 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% light Changes damage: +3% light A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of iron boots of rushing (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: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. |
pair of rough leather boots 'Darkravager' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Con / +3 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +6% physical / +10% darkness Changes damage: +15% mind Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 78.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Armykhad (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Dex / +3 Wil Changes resistances: +3% mind Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Glintbile (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 acid / 8 light Changes stats: +4 Con Changes resistances: +6% acid Changes resistances penetration: +20% light / +15% acid Changes damage: +6% light A cap made of leather. |
rough leather cap 'Gylle' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes damage: +6% arcane Mindpower: +20 (+5 eff.) A cap made of leather. |
10 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. |
98 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. |
3 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. |
7 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 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. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+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. |
Carrionstinger the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +3% lightning / +3% all Changes damage: +6% nature Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) 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. |
IcezephyrInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +5% mind Changes damage: +3% cold / +12% mind / +3% fire Critical mult.: +10.00% Maximum life: +40.00 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. |
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.(130 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern 'Glintblack'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% cold Changes resistances penetration: +25% light / +10% lightning Physical save: +6 (+3 eff.) Light radius: +5 Healing mod.: +11% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of healing [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of healing [power 116] (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 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 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. |
10 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Doomella the Thalore Doomed level 15
27th Dusk 122nd year of Ascendancy at 13:34 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomella the Thalore Doomed level 14
10th Dusk 122nd year of Ascendancy at 10:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Doomella the Thalore Doomed level 19
43rd Dusk 122nd year of Ascendancy at 09:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Doomella the Thalore Doomed level 10
4th Mirth 122nd year of Ascendancy at 02:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Doomella the Thalore Doomed level 20
43rd Dusk 122nd year of Ascendancy at 18:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Doomella the Thalore Doomed level 21
50th Dusk 122nd year of Ascendancy at 16:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Doomella the Thalore Doomed level 10
4th Mirth 122nd year of Ascendancy at 02:51 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Doomella the Thalore Doomed level 18
41st Dusk 122nd year of Ascendancy at 04:43 see stats
Log
Doomella starts regenerating health quickly.
Doomella uses Infusion: Healing.
Doomella receives 98 healing from Infusion: Healing.
Doomella unshutters her Umbraphage, unleashing a torrent of shadows!
The Fragmented Essence of Harkor'Zun loses sight!
Shadow resists the blind!
The Fragmented Essence of Harkor'Zun shrugs off the effect 'Blinded'!
The Fragmented Essence of Harkor'Zun shrugs off the effect 'Blinded'!
The Fragmented Essence of Harkor'Zun shrugs off the effect 'Blinded'!
Doomella hits Shadow for 0 darkness damage.
Doomella hits The Fragmented Essence of Harkor'Zun for 434 darkness damage.
Doomella hits The Fragmented Essence of Harkor'Zun for 434 darkness damage.
Doomella hits The Fragmented Essence of Harkor'Zun for 434 darkness damage.
Doomella hits The Fragmented Essence of Harkor'Zun for 468 darkness damage.
Uleromiblek, the lost warrior misses The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun uses Constrict.
The Fragmented Essence of Harkor'Zun misses Doomella.
The Fragmented Essence of Harkor'Zun misses Doomella.
You have deflected 27 incoming damage!
Doomella lashes back at The Fragmented Essence of Harkor'Zun!
The Fragmented Essence of Harkor'Zun has been maligned!
The Fragmented Essence of Harkor'Zun's is vulnerable to attacks and effects!
The Fragmented Essence of Harkor'Zun uses Slash.
Doomella HEALS from nature damage!
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 6 darkness, 11 light, 5 mind, 0 arcane (23 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 6 darkness, 11 light, 5 mind, 0 arcane (23 total damage).
Doomella hits The Fragmented Essence of Harkor'Zun for 85 mind, 5 darkness, 7 mind, 5 darkness, 7 mind (109 total damage).
The Fragmented Essence of Harkor'Zun hits Doomella for (6 gestured), 203 physical (203 total damage).
The Fragmented Essence of Harkor'Zun hits Doomella for (6 gestured), (27 deflected), 68 physical, (7 antimagic), 0 nature, 4 healing (68 total damage) [4 healing].
Doomella the level 22 thalore doomed was squished to death by The Fragmented Essence of Harkor'Zun on level 1 of Daikara.

















































































