Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 17 / 96% |
Size | medium |
Lifes / Deaths | Killed by Aerywen the skeleton warrior at level 17 on the 46th Regrowth 123rd year of Ascendancy at 13:10 / 1 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 31 (base 13) |
Constitution | 19 (base 16) |
Magic | 15 (base 10) |
Willpower | 50 (base 44) |
Cunning | 24 (base 11) |
Resources
Life | -48/403 |
Hate | 100/100 |
Healing Factor | 1.0767362927539 |
Regeneration | 14.374429508265 |
Speed
Mental | +55.769854152873% |
Attack | 0% |
Movement | +249.16611479881% |
Spell | 0% |
Global | +88.495575221239% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 16 |
Offense: Mainhand
Damage | 49 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 2 |
Speed | 0.64 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 38.8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 12.771086043633 (81.030927835052%) |
Defense | 19.55 |
Ranged Defense | 20.275 |
Fatigue | 26 |
Physical Save | 19.107602744296 |
Spell Save | 3.1260860436331 |
Mental Save | 22.528801372148 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 7% |
Fear Resistance | 15% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | Reduces global action speed by 13%. Slow |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Stalking Aerywen the skeleton warrior. Bonus level 1: +7 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 207/526 +1 |
beneficial effect | The target is recovering 17 life each turn. Recovery |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +14% physical damage, +7 physical save, +7 mental save, 37/37 damage shrugged off this turn) Rampaging |
detrimental effect | The target's armour and saves are broken, reducing them by 20. Sunder Armour |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Cursed Form |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within4 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 | Frost Treads (1 def, 4 armour) (Madness) Frost Treads (1 def, 4 armour) (Madness)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Porariadassra PorariadassraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Cun Physical save: +7 Mental save: +6 Mindpower: +8 Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | bladed iron helm of dexterity (+2) (0 def, 3 armour) (Misfortune) bladed iron helm of dexterity (+2) (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +3 Dex Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 104.8 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Rhodan the Sunrazor [power 165] (9 cooldown) Rhodan the Sunrazor [power 165] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight / 4 fire Changes resistances penetration: +10% blight It can be used to fire a blast of psionic energies in a beam (dam 82-165), placing all other charms into a 9 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | psionicist's steel ring of lightning (+20%) psionicist's steel ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 Rings can have magical properties. |
On fingers | Blastnaught BlastnaughtInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid / 4 lightning Changes resistances: +6% nature / +6% blight Changes resistances penetration: +5% acid Changes damage: +6% lightning Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
Around waist | Gurana the hardened leather belt (Madness) Gurana the hardened leather belt (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +8 Dex / +3 Mag / +8 Cun / +7 Lck Changes resistances: +6% acid / +7% fire / +7% cold / +7% lightning Trap disarming bonus: +14 Stealth bonus: +8 Maximum mana: +60.00 Mental crit. chance: +10% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Madness A belt that goes around your waist. |
In main hand | flaming steel greatsword (27.5-44 power, 2 apr) (Shrouds) flaming steel greatsword (27.5-44 power, 2 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Curse of Shrouds Massive two-handed swords. |
On hands | restful rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds) restful rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Galegrit the steel mail armour (2 def, 14 armour) (Nightmares) Galegrit the steel mail armour (2 def, 14 armour) (Nightmares)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +14% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning Curse of Nightmares A suit of armour made of mail. |
Cloak | enveloping linen cloak (6 def, 0 armour) (Nightmares) enveloping linen cloak (6 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +5 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 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... |
Inventory
healing infusion of the psychic (heal 140) healing infusion of the psychic (heal 140)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the sneak (heal 97) healing infusion of the sneak (heal 97)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 97 and cleanse 1 wound and poison effect. 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 ability. |
insidious poison infusion of the wizard (28 nature damage, 34% healing reduction) insidious poison infusion of the wizard (28 nature damage, 34% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.39 nature damage per turns for 7 turns, and reducing the target's healing received by 34%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic 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 ability. |
regeneration infusion of the titan (heal 131 over 5 turns) regeneration infusion of the titan (heal 131 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 131 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 ability. |
biting gale rune of the warrior (111 cold damage; 43 apply power) biting gale rune of the warrior (111 cold damage; 43 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 111.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 43. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 62) teleportation rune of the warrior (range 62)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 52) teleportation rune of the wizard (range 52)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 221 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glintclamor GlintclamorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +4 Mag Changes resistances: +6% light Changes damage: +3% light Spell save: +8 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +22.00 Rings can have magical properties. |
Branerim the vined mindstar (4.5-4.95 power, 18 apr, mind damage) (Madness) Branerim the vined mindstar (4.5-4.95 power, 18 apr, mind damage) (Madness)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +2 Wil Physical save: +2 Spell save: +4 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +2 Mental crit. chance: +2% Curse of Madness 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. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares) Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Nightmares)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 190.02 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted vined mindstar (4.5-4.95 power, 18 apr, nature damage) (Nightmares) gifted vined mindstar (4.5-4.95 power, 18 apr, nature damage) (Nightmares)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +5 Mental crit. chance: +2% Curse of Nightmares 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. |
manaburning vined mindstar of frost (5-5.5 power, 18 apr, mind damage) (Nightmares) manaburning vined mindstar of frost (5-5.5 power, 18 apr, mind damage) (Nightmares)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Armour: +6 Damage when hit (Melee): 4 ice Changes resistances: +4% cold Changes resistances penetration: +5% cold Changes damage: +7% cold Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Dawnkarma' (2.5-2.75 power, 12 apr, mind damage) (Nightmares) mossy mindstar 'Dawnkarma' (2.5-2.75 power, 12 apr, mind damage) (Nightmares)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes resistances: +6% blight Changes resistances penetration: +5% light Changes damage: +3% mind / +3% darkness Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares 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. |
Mucussin (1 def, 0 armour) (Nightmares) Mucussin (1 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when hit (Melee): 8 nature Changes stats: +1 Cun / +1 Dex Changes resistances: +3% acid Changes damage: +3% nature / +3% acid Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) (Corpses)woollen robe (0 def, 0 armour) (Corpses) 2.00 Encumbrance. Type: armor / cloth ; tier 2 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
storm rough leather gloves of strength (+3) (0 def, 1 armour) (Shrouds) storm rough leather gloves of strength (+3) (0 def, 1 armour) (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nature's Blessing (8 def, 6 armour) (Madness) Nature's Blessing (8 def, 6 armour) (Madness)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Madness Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Dazzleguile (4 def, 9 armour) (Shrouds) Dazzleguile (4 def, 9 armour) (Shrouds)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% light Changes damage: +9% arcane Mental save: +12 Curse of Shrouds A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Corpses) Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Corpses)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 81.5 block) (Shrouds)dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 81.5 block) (Shrouds) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% cold Talent granted: +3 Block Curse of Shrouds 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +5 See stealth: +7 See invisible: +6 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. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +5 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 11
16th Haze 122nd year of Ascendancy at 01:45 see stats
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 10
72nd Dusk 122nd year of Ascendancy at 04:44 see stats
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 12
54th Haze 122nd year of Ascendancy at 14:51 see stats
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 10
75th Dusk 122nd year of Ascendancy at 16:25 see stats
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 11
5th Haze 122nd year of Ascendancy at 00:24 see stats
By MURDERRAGE THE MURDERHOBO the Cornac Cursed level 14
13rd Regrowth 123rd year of Ascendancy at 20:24 see stats
Log
Aerywen the skeleton warrior uses Sunder Armour.
Your shield crumbles under the damage!
The shield around MURDERRAGE THE MURDERHOBO crumbles.
MURDERRAGE THE MURDERHOBO reflects damage back to Aerywen the skeleton warrior!
MURDERRAGE THE MURDERHOBO hits Aerywen the skeleton warrior for 67 reflected, 8 lightning, 3 blight, 2 fire, 4 acid, 3 physical (86 total damage).
Aerywen the skeleton warrior hits MURDERRAGE THE MURDERHOBO for (67 absorbed), 8 physical (8 total damage).
MURDERRAGE THE MURDERHOBO has shrugged off 37 damage and is ready for more.
MURDERRAGE THE MURDERHOBO receives 18 healing.
MURDERRAGE THE MURDERHOBO receives 9 healing from Unnatural Body.
MURDERRAGE THE MURDERHOBO hits Aerywen the skeleton warrior for 12 physical, 2 mind, 3 fire (18 total damage).
Aerywen the skeleton warrior hits MURDERRAGE THE MURDERHOBO for 0 light, 0 nature (0 total damage).
Aerywen the skeleton warrior uses Stunning Blow.
You fight through the pain! (+14 hate)
MURDERRAGE THE MURDERHOBO hits Aerywen the skeleton warrior for 7 lightning, 3 blight, 2 fire, 3 acid, 2 physical (17 total damage).
Aerywen the skeleton warrior hits MURDERRAGE THE MURDERHOBO for 158 physical damage.
MURDERRAGE THE MURDERHOBO is no longer rampaging.
MURDERRAGE THE MURDERHOBO receives 19 healing.
MURDERRAGE THE MURDERHOBO is stunned with fear!
Skeleton warrior misses MURDERRAGE THE MURDERHOBO.
Skeleton warrior is weakened by the gloom.
MURDERRAGE THE MURDERHOBO receives 19 healing.
Your hatred grows even as your life fades! (+13 hate)
MURDERRAGE THE MURDERHOBO begins rampaging!
MURDERRAGE THE MURDERHOBO hits Skeleton warrior for 7 lightning, 3 blight, 2 fire, 3 acid, 2 physical (17 total damage).
Skeleton warrior hits MURDERRAGE THE MURDERHOBO for 121 physical, 0 lightning (121 total damage).
Aerywen the skeleton warrior uses Slash.
Your hatred grows even as your life fades! (+15 hate)
Saving game...