
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 29 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Silirin the slaver at level 29 on the 60th Regrowth 123rd year of Ascendancy at 10:59 / 1 |
Primary Stats
| Strength | 52 (base 45) |
| Dexterity | 10 (base 10) |
| Constitution | 40 (base 30) |
| Magic | 19 (base 10) |
| Willpower | 47.000000000001 (base 42) |
| Cunning | 23 (base 19) |
Resources
| Life | -209/879 |
| Hate | 94/108 |
| Psi | 72/137 |
| Healing Factor | 1.2820917359558 |
| Regeneration | 11.859348557591 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3.0020430585864E-13 |
| Stealth | 36 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 25 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Physical | +6% |
| Cold | +14% |
| All | 0% |
| Darkness | +25% |
| Light | +19% |
| Mind | +6% |
| Lightning | +5% |
| Fire | +34% |
| Nature | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.139431127222 (93.292586063405%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 25 |
| Physical Save | 33 |
| Spell Save | 32 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 25%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Silence Resistance | 25% |
| Confusion Resistance | 100% |
| Fear Resistance | 43% |
| Stun Resistance | 83% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
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 |
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 sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | 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 talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by Vorurawe the greater faeros. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 precision. He has given you some notes on the ingredients: * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of dwarven-steel boots (Madness) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +28% Stun/Freeze immunity: +30% 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. |
| Light source | 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.(104 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Emelobeth the hardened leather cap (Madness) (10 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +2 Str / +5 Con Changes resistances: +7% nature / +9% mind Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +54.00 Healing mod.: +13% Curse of Madness A cap made of leather. |
| On hands | Blindpierce the dwarven-steel gauntlets (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 4 lightning / 7 fire / 7 mind / 5 cold Damage when hit (Melee): 6 light Changes stats: +3 Str / +4 Mag / +4 Wil Changes resistances: +7% mind / +3% light Changes damage: +6% mind / +9% fire 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. |
| Tool | overpowered steel torque of psionic shield [power 83] (16/32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 83 for 5 turns Activation puts all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Korolar the Blizzardwinnow (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 13 physical Changes stats: +4 Cun Changes resistances: +9% cold Changes resistances penetration: +10% mind Changes damage: +9% cold Maximum encumbrance: +25 Life regen: +9.00 Hate when firing a critical mind attack: +3.00 Maximum life: +55.00 Maximum hate: +8.00 Healing mod.: +14% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | Barokan the Deepsward (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Changes resistances: +24% nature / +28% fire Changes resistances penetration: +5% darkness Changes damage: +14% fire / +12% nature / +18% darkness Light radius: +2 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | gold amulet 'Rharek'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 25% * 5% chance to blind Changes stats: +3 Mag Changes resistances: +3% mind / +5% arcane Changes damage: +5% acid / +6% physical / +9% light / +7% darkness / +5% cold / +5% lightning / +5% fire Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Perseverance (Madness) (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+8 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Curse of Madness It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Around waist | Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Burnfoe the dwarven-steel shield (Misfortune) (0 def, 6 armour, 28-33 power, 80.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 acid When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 15% On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) Changes stats: +2 Con Changes resistances: +19% acid / +10% physical Changes resistances penetration: +10% fire Changes damage: +6% fire Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
| Cloak | Velyreta the cashmere cloak (Shrouds) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Mag / +3 Wil / +3 Con Changes resistances: +15% temporal / +16% darkness / +2% physical Physical save: +3 (+2 eff.) Defense after a teleport: +16 Resist all after a teleport: +11% New effects duration reduction after a teleport: +17% Curse of Shrouds It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Huraroddarin' (Nightmares) (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +11 Fatigue: +22% Changes resistances: +3% mind / +18% cold Critical mult.: +20.00% Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Mindpower: +10 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (speed 556%; 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 increase movement speed by 556% 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. |
shielding rune of the psychic (absorb 251; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 251 damage for 4 turns. 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. |
DayparryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal / +3% darkness / +3% fire / +5% arcane / +3% light Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. 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 335 (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. |
Elubeth the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Changes stats: +2 Wil Changes resistances: +10% temporal Changes resistances cap: +3% all Physical save: +9 (+5 eff.) Mental save: +8 (+4 eff.) Cut immunity: +10% Silence immunity: +10% Confusion immunity: +17% Pinning immunity: +30% Knockback immunity: +34% Life regen: +4.00 Mindpower: +9 (+3 eff.) Healing mod.: +20% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Tudrarig the SparkshineInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 59% Damage when hit (Melee): 6 lightning Changes resistances: +6% physical / +5% arcane / +3% darkness Changes resistances penetration: +5% lightning Changes damage: +9% lightning Stamina each turn: +0.30 Amulets make your neck look great! |
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... |
copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+3 eff.) Confusion immunity: +10% Mindpower: +6 (+2 eff.) Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Cut immunity: +50% Pinning immunity: +20% Knockback immunity: +26% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Sparkimmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances penetration: +10% lightning Changes damage: +9% nature / +18% physical Physical save: +7 (+4 eff.) Life regen: +5.00 Maximum life: +45.00 Amulets make your neck look great! |
steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
HugalachCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Changes stats: +2 Mag / +5 Con Changes resistances penetration: +25% mind Changes damage: +9% mind Mental save: +6 (+3 eff.) Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Turodunasta the Flamefear (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +5 Str Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +3% darkness Curse of Misfortune Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Ivibrewe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% cold / +3% fire / +3% nature / +5% arcane Spell save: +12 (+6 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
copper ring 'Velekira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 4 arcane / 10 blight Changes resistances: +5% arcane / +12% acid Changes resistances penetration: +10% acid Maximum encumbrance: +22 Rings make your fingers look great! |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
sneakthief's copper ring of luminosity (Madness) =5cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Damage (Melee): 13 light Damage (Ranged): 13 light Changes stats: +5 Dex / +1 Mag / +5 Cun Changes damage: +12% light Curse of Madness Rings make your fingers look great! |
steel ring 'Lightningburst'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% acid Changes damage: +13% acid / +21% lightning Stamina each turn: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +4 (+2 eff.) Rings make your fingers look great! |
Spellblaze Shard (Madness) (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] 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: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Madness This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
arcing dwarven-steel dagger of shearing (Misfortune) (21-27 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 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% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Daimuthel the Blazewither (Nightmares) (19-28 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 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% On weapon crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 mind / +8 cold Damage (radius 2) on crit: +8 lightning / +12 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes resistances: +6% cold Changes resistances penetration: +25% lightning Changes damage: +6% lightning Curse of Nightmares Massive two-handed mauls. |
enhanced steel greatmaul of shearing (Corpses) (28-41 power, 2 apr) =6cun7con=Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; 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% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +7 Changes stats: +7 Str / +7 Dex / +5 Mag / +7 Wil / +6 Cun / +7 Con Changes resistances penetration: +9% all Curse of Corpses Massive two-handed mauls. |
Toriyafang (Madness) (47-75 power, 2 apr) =sentry=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +16 (+6 eff.) Changes stats: +2 Str / +1 Dex / +5 Mag Changes damage: +12% physical Infravision radius: +1 Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of massacre (Nightmares) (36-57 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +34% Curse of Nightmares Massive two-handed swords. |
Corpsebow (Nightmares)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 6 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) Curse of Nightmares A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Thunderseam (Nightmares) =sentry=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to reduce damage dealt by 25% Travel speed: +200% Damage (Ranged): +8 lightning When wielded/worn: Accuracy: +15 (+6 eff.) Ammo reloads per turn: +4 Changes stats: +11 Con / +11 Wil Changes resistances: +6% lightning Changes resistances penetration: +20% physical Maximum life: +71.00 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
slime-covered dwarven-steel longsword of massacre (Nightmares) (32-44 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 59% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Betyth the mossy mindstar (Misfortune) (3-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +4 Con Changes resistances: +15% acid Changes damage: +27% acid Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.80 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous thorny mindstar (Corpses) (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +10% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +2.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +6% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing thorny mindstar (Shrouds) (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +3% physical Changes resistances penetration: +3% physical Changes damage: +2% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
imbued yew vilestaff of wizardry (Shrouds) (20-24 power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +20% acid Talent granted: +1 Command Staff Maximum mana: +47.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Talent on hit(spell): Manathrust (10% chance level 1). Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Maledoromitir the Hailrupture (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Changes stats: +1 Dex Changes resistances penetration: +10% cold Changes damage: +12% cold Critical mult.: +10.00% Maximum life: +31.00 Curse of Madness A belt that goes around your waist. |
Nuchak the rough leather belt (Nightmares) =1cun=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Changes stats: +1 Cun Changes resistances: +2% physical Physical save: +12 (+6 eff.) Only die when reaching: -20.00 life Mindpower: +2 (+0 eff.) Infravision radius: +1 Curse of Nightmares A belt that goes around your waist. |
Oakbrand (Nightmares) =4cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +18% nature / +6% temporal Trap disarming bonus: +9 Stealth bonus: +6 Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
Airhack the linen cloak (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Str Changes resistances: +3% lightning Changes damage: +3% physical Only die when reaching: -40.00 life Maximum life: +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cleansetooth the linen cloak (Corpses) (1 def, 0 armour) =2cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +15% mind Critical mult.: +10.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% 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. |
Ivelralle the Dazzlenail (Misfortune) (1 def, 0 armour) =str/wil/con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +3 Wil / +2 Con Changes resistances: +3% light Changes damage: +3% light Equilibrium when hit: +0.04 Mindpower: +15 (+5 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Mag / +2 Wil / +2 Con Spell save: +7 (+3 eff.) Maximum mana: +54.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (Corpses) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 32% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Radhohad the pair of hardened leather boots (Shrouds) (0 def, 3 armour) =4con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +2 Mag / +4 Con Changes damage: +18% mind Stamina each turn: +0.60 Maximum stamina: +24.00 Infravision radius: +2 Curse of Shrouds A pair of boots made of leather. |
Snowbutcher the pair of rough leather boots (Misfortune) (0 def, 1 armour) =3cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Cun / +2 Con Changes damage: +6% cold Maximum encumbrance: +25 Physical save: +5 (+3 eff.) Light radius: +3 See invisible: +6 Curse of Misfortune A pair of boots made of leather. |
grounding pair of dwarven-steel boots of disengagement (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +3 Dex Changes resistances: +10% lightning / +6% temporal Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Getazor' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Maximum hate: +6.00 Maximum psi: +30.00 Light radius: +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Misfortune) (0 def, 0 armour) =4cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.alchemist's dwarven-steel gauntlets of the nighthunter (Madness) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 3 acid / 3 fire / 4 cold / 5 lightning Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances: +7% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.sand hardened leather gloves (Shrouds) (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage (Melee): 11 physical Changes damage: +3% physical 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. |
stone warden's hardened leather gloves of the nighthunter (Corpses) (0 def, 10 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +10 Armour Hardiness: +7% Changes stats: +3 Cun / +8 Con Changes resistances: +7% darkness / +6% physical Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanuldawe (Misfortune) (0 def, 3 armour) =7cun=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil / +7 Cun / +2 Con Changes resistances: +3% acid Mindpower: +4 (+1 eff.) Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of constitution (+3) (Shrouds) (0 def, 3 armour) =3con=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% nature / +6% blight Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel mail armour of implacability (Nightmares) (3 def, 14 armour)Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +12% nature / +16% blight Physical save: +9 (+5 eff.) Curse of Nightmares A suit of armour made of mail. |
enlightening steel mail armour of Eyal (Misfortune) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +3 Wil Mental save: +10 (+5 eff.) Life regen: +2.00 Maximum life: +20.00 Healing mod.: +11% Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Aerugen the Blazedredge (Nightmares) (0 def, 19 armour) Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +5% arcane / +3% blight Changes damage: +6% acid Mental save: +12 (+6 eff.) Disease immunity: +20% Pinning immunity: +20% Life regen: +2.90 Stamina each turn: +0.80 Light radius: +3 Healing mod.: +10% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Eremoromidur' (Madness) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +20 (+5 eff.) Armour: +9 Fatigue: +22% Changes stats: +8 Dex / +3 Wil / +2 Con Changes resistances: +17% blight / +18% darkness Changes damage: +9% blight Critical mult.: +15.00% Stamina each turn: +3.00 Light radius: +2 Curse of Madness A suit of armour made of metal plates. |
2 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. |
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 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
8 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. |
3 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. |
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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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)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. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Emeluseta the Deepswedge [power 255] (16/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +6% acid / +5% arcane Changes damage: +15% fire Pinning immunity: +20% Maximum life: +80.00 Healing mod.: +15% It can be used to blast the opponent's mind dealing 270 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Getochak the dwarven-steel torque of mindblast [power 200] (16/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Critical mult.: +10.00% It can be used to blast the opponent's mind dealing 212 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt =4cun=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of gale force 'Salelle' [power 180] (16/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +25% arcane Spell save: +18 (+8 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 191 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Mayorina' [power 180] (16/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Dex / +7 Mag / +2 Cun Changes resistances penetration: +10% mind It can be used to blast the opponent's mind dealing 191 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
piercing yew totem of healing [power 248] (16/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 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. |
6 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
dwarven-steel greatsword 'Elemiwen' (Nightmares) (40-63 power, 2 apr) =sentry=Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +20 arcane When wielded/worn: Changes resistances penetration: +15% arcane Curse of Nightmares Massive two-handed swords. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Oris the Cornac Cursed level 19
69th Haze 122nd year of Ascendancy at 00:52 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Oris the Cornac Cursed level 25
10th Allure 123rd year of Ascendancy at 02:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Oris the Cornac Cursed level 24
8th Allure 123rd year of Ascendancy at 17:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Oris the Cornac Cursed level 10
76th Dusk 122nd year of Ascendancy at 05:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Oris the Cornac Cursed level 20
3rd Decay 122nd year of Ascendancy at 09:04 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Oris the Cornac Cursed level 29
35th Regrowth 123rd year of Ascendancy at 14:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Oris the Cornac Cursed level 9
75th Dusk 122nd year of Ascendancy at 09:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Oris the Cornac Cursed level 19
76th Haze 122nd year of Ascendancy at 22:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Oris the Cornac Cursed level 28
10th Regrowth 123rd year of Ascendancy at 16:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Oris the Cornac Cursed level 20
4th Decay 122nd year of Ascendancy at 18:34 see stats
Log
Mindrot hits Shadow for 10 mind, 1 darkness (10 total damage).
Mindrot hits Enthralled slave for (9 flat reduction), 0 mind, (11 flat reduction), 0 darkness (0 total damage).
Silirin the slaver's is vulnerable to attacks and effects!
Your summoned terror disappears.
Oris hits Silirin the slaver for (13 flat reduction), 77 physical, (11 flat reduction), 0 arcane, (3 flat reduction), 0 lightning, (6 flat reduction), 0 fire, (13 flat reduction), 0 light, (4 flat reduction), 0 acid, (8 flat reduction), 0 physical, (6 flat reduction), 0 light, (3 flat reduction), 0 cold, (5 flat reduction), 0 mind, (7 flat reduction), 0 darkness (77 total damage).
Oris hits Enthralled slave for (15 flat reduction), 0 light (0 total damage).
Oris hits Enthralled slave for (16 flat reduction), 0 light (0 total damage).
Oris hits Shadow for 1 darkness, 22 mind (23 total damage).
Enthralled slave hits Terror for 31 physical damage.
Silirin the slaver uses Take Down.
Silirin the slaver's mind surges with critical power!
Animated dwarven-steel greatsword 'Elemiwen' (Nightmares) (40-63 power, 2 apr) =sentry= is not dazed anymore.
dwarven-steel greatsword 'Elemiwen' (Nightmares) (40-63 power, 2 apr) =sentry= returns to your bags!
Oris uses Retch.
Oris VOMITS on the ground!
Oris's mania hastens cooldowns.
Oris is recovering from the damage!
Silirin the slaver has released the hold.
Silirin the slaver hits Terror for 1539 physical damage.
Silirin the slaver hits Animated dwarven-steel greatsword 'Elemiwen' (Nightmares) (40-63 power, 2 apr) =sentry= for 454 physical damage.
Silirin the slaver hits Terror for 1539 physical damage.
Silirin the slaver hits Enthralled slave for (23 flat reduction), 1194 physical (1194 total damage).
Silirin the slaver hits Shadow for 0 physical damage.
Silirin the slaver hits Shadow for 0 physical damage.
Silirin the slaver hits Enthralled slave for (23 flat reduction), 972 physical (972 total damage).
Silirin the slaver hits Terror for 1543 physical damage.
Silirin the slaver hits Oris for 1010 physical damage.
Oris the level 29 cornac cursed was skewered to death by Silirin the slaver on level 1 of Ring of Blood.
The air around Oris grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Silirin the slaver is no longer being stalked by Oris.





























































































































