











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 21 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Nigredo at level 21 on the 49th Dusk 122nd year of Ascendancy at 17:45 / 2Killed by Nigredo at level 21 on the 49th Dusk 122nd year of Ascendancy at 18:33 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 19.340449927278 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 60 (base 50) |
| Cunning | 50.340449927278 (base 42) |
Resources
| Life | -167/619 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.0551497326203 |
| Regeneration | 74.715152566845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Invisible | -8.8817841970013E-16 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +15% |
| Acid | +9% |
| Light | +3% |
| Darkness | +4% |
| Cold | +15% |
| Physical | +4% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 39.5 (43.636363636364%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 16 |
| Physical Save | 22 |
| Spell Save | 29 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 68%( 70%) |
| All | 0%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 18%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Confusion Resistance | 15% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +14% off-hand weapon damage Power 2+: -3 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Reduces all incoming all damage by 51. All Psionic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 50%) Suffocating |
| beneficial effect | Guarding against melee damage: Will dismiss up to 9 damage from the next 1.3 attack(s) with a 4% chance to counterattack. Guarded |
| beneficial effect | A flow of life spins around the target, regenerating 66.56 life per turn. Regeneration |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+32% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
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 +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Kudan the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Changes stats: +1 Dex Changes resistances: +12% darkness Changes damage: +9% acid Spell save: +3 (+1 eff.) Stamina each turn: +0.50 Maximum life: +60.00 Maximum stamina: +14.00 Curse of Nightmares A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 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. |
| On head | Chamozor the dwarven-steel helm (Madness) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +6% acid / +8% blight / +15% cold / +13% mind / +5% arcane Mental save: +21 (+7 eff.) Confusion immunity: +28% Infravision radius: +2 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Arebreta the Venomransom (Madness) (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances penetration: +25% nature Changes damage: +4% physical Grants telepathy: Humanoid/Orc Mindpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield 'Dayworth' [power 51] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage when hit (Melee): 8 acid Changes resistances: +9% mind Changes resistances penetration: +10% acid Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Dazzlerip the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% * 10% chance to reduce all saves and defense by 30 Changes resistances: +3% light Changes damage: +3% light / +12% mind Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.26 cold and 16.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 31/60. This azure ring seems to be always moist to the touch. |
| Around neck | EmelikiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% physical Physical save: +14 (+7 eff.) Spell save: +13 (+6 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +10% Stamina each turn: +0.30 Maximum life: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | gifted vined mindstar of disruption (Misfortune) (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +7% Unnatural When wielded/worn: Mindpower: +6 (+2 eff.) Mental crit. chance: +2% 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. |
| Around waist | Ematira (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduces incoming crit damage: 5.00% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +31.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Deepsgasher the vined mindstar (Misfortune) (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +4 darkness / +4 fire When wielded/worn: Damage (Melee): 7 mind / 4 darkness Damage when hit (Melee): 6 lightning Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% fire / +3% mind / +4% darkness Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
| Cloak | Bethakira (Madness) (1 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +13 Defense: +1 (+1 eff.) Changes resistances: +3% blight / +11% cold / +6% mind Disease immunity: +20% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of cold resistance (Nightmares) (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +17% cold Curse of Nightmares A suit of armour made of mail. |
Inventory
heroism infusion of the sneak (die at -376; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -376 life. The duration and life will increase by 1% for every 1% life you have lost (currently 645 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 60; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 153; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 243; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the duelist (res 20%; magical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level.shielding rune of the titan (absorb 292; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 292 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Mardarig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Str Changes resistances: +6% physical Changes resistances penetration: +10% mind Changes damage: +3% mind Stamina each turn: +0.30 Infravision radius: +2 Amulets can have magical properties. |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.gold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger (Nightmares) (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel dagger of shearing (Corpses) (21-27.3 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: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) When wielded/worn: Accuracy: +14 (+11 eff.) Armour penetration: +6 Changes resistances penetration: +7% lightning / +7% all Changes damage: +10% lightning Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of daylight (Misfortune) (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +9% Undead Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Betemira the voratun greatmaul (Madness) (83-124.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +53 (+29 eff.) Armour penetration: +14 Changes stats: +14 Str Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +16% physical Changes damage: +17% physical See invisible: +6 Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel greatmaul (Madness) (43-64.5 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex / +5 Mag / +7 Wil / +9 Cun / +9 Con Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of dampening (Corpses) (35-56 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+9 eff.) Defense: +12 (+12 eff.) Changes resistances: +10% acid / +13% cold / +13% fire / +14% lightning / +3% all Spell save: +14 (+7 eff.) Disarm immunity: +43% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of crippling (Corpses) (37.5-60 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+11 eff.) Armour penetration: +14 Physical crit. chance: +10.0% Changes resistances penetration: +13% physical Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel longsword of shearing (Nightmares) (16-22.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +6 Changes resistances penetration: +6% all Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel mace of massacre (Nightmares) (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +5% Living Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel mace of rage (Misfortune) (27-37.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+8 eff.) Physical power: +7 (+4 eff.) Changes stats: +4 Str / +1 Con Changes resistances penetration: +7% physical Changes damage: +5% physical Disarm immunity: +14% Curse of Misfortune Blunt and deadly. |
gifted vined mindstar of gales (Corpses) (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+9 eff.) Changes damage: +5% lightning / +4% cold / +4% physical Pinning immunity: +16% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.mitotic vined mindstar of balance (Madness) (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 57% * 9% chance to reduce armor by 12% When wielded/worn: Physical save: +3 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
This item will automatically be transmogrified when you leave the level.Winterbreeze the dwarven-steel waraxe (Misfortune) (18-25.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 2 cold Changes stats: +4 Dex / +4 Wil Changes resistances penetration: +15% mind Light radius: +2 See invisible: +6 Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (Shrouds) (20.5-28.7 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds One-handed war axes. |
Mighty Girdle (Madness)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 Madness 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. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Glowjustice' (Corpses) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +13 (+13 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +4 Str / +4 Con Changes resistances: +8% lightning / +6% temporal / +3% darkness / +3% nature / +12% acid Stealth bonus: +5 Physical save: +7 (+4 eff.) Light radius: +1 Size category: +1 Curse of Corpses A belt that goes around your waist. |
linen cloak 'Unlightwedge' (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +9% light Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level.cashmere robe of life (Madness) (15 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +15 (+14 eff.) Changes resistances: +8% blight Life regen: +1.80 Maximum life: +47.00 Healing mod.: +13% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of darkness (+18%) (Shrouds) (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +15 (+14 eff.) Changes resistances: +18% darkness Changes damage: +12% darkness Spell save: +19 (+9 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dretir the pair of iron boots (Nightmares) (12 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +12 (+12 eff.) Fatigue: +2% Changes stats: +1 Str / +3 Wil / +3 Cun / +1 Con Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 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. |
Tempesthacker the pair of iron boots (Shrouds) (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: +3 Cun Changes resistances: +6% lightning / +8% temporal Changes resistances penetration: +5% lightning Equilibrium when hit: +0.08 Maximum life: +40.00 Mindpower: +9 (+3 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Ulychik the pair of dwarven-steel boots (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +3 Wil / +2 Con Changes resistances: +6% mind Changes resistances penetration: +5% physical Mental save: +15 (+5 eff.) Maximum hate: +4.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 'Crackleravager' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +3 Dex / +1 Mag Changes resistances: +6% lightning / +6% fire / +6% cold Changes resistances penetration: +5% physical Stamina each turn: +1.00 Light radius: +2 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. |
This item will automatically be transmogrified when you leave the level.Breezenull (Nightmares) (9 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+9 eff.) Changes resistances: +9% nature Critical mult.: +15.00% Life regen: +4.00 Stamina each turn: +3.00 Maximum stamina: +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tempestwell the rough leather gloves (Nightmares) (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 6 mind Changes resistances: +3% lightning Changes resistances penetration: +20% mind Changes damage: +3% lightning / +4% physical / +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of butchering (Madness) (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Armour penetration: +7 Physical power: +8 (+4 eff.) Armour: +2 Changes resistances: +11% blight Spell save: +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Forestvein' (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 darkness Changes resistances: +6% darkness Changes resistances penetration: +20% mind Changes damage: +4% darkness / +24% nature Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% 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. |
iron gauntlets 'Korukath' (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +3 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 acid Changes stats: +5 Str / +2 Wil Changes resistances: +5% acid Changes damage: +4% acid Stamina each turn: +1.00 Mana when firing critical spell: +1.00 Spell crit. chance: +1% 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. |
Coalmark the linen wizard hat (Nightmares) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 darkness Changes stats: +3 Cun Changes resistances penetration: +10% light Changes damage: +6% mind Mental save: +6 (+2 eff.) Light radius: +1 Curse of Nightmares A pointy cloth hat, very wizardly... |
Furnacequencher the iron helm (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +15% temporal / +5% fire Changes damage: +3% fire / +6% mind / +9% temporal Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Hettysus (Nightmares) (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Changes resistances: +12% fire Physical save: +15 (+8 eff.) Spell save: +9 (+4 eff.) Poison immunity: +20% Life regen: +4.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Natureveil (Misfortune) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex Changes resistances: +3% blight / +9% light Changes resistances penetration: +25% nature Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.eldritch cashmere wizard hat (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Mana each turn: +0.70 Mana when hit: +1.20 Maximum mana: +51.00 Spellpower: +7 (+3 eff.) Curse of Misfortune It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Ragegogas the dwarven-steel mail armour (Misfortune) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +4 Dex / +1 Mag Changes resistances: +24% fire Maximum stamina: +20.00 Light radius: +2 Infravision radius: +3 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic steel mail armour of fire resistance (Madness) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +17% fire / +12% light / +12% darkness Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Runirath the Thunderspawn (Madness) (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+9 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 10 lightning Changes stats: +2 Dex Changes resistances: +7% physical Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of cold resistance (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+9 eff.) Fatigue: +8% Changes resistances: +17% cold Life regen: +2.00 Stamina each turn: +0.90 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel plate armour of fire resistance (Misfortune) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +20% fire / +13% light / +14% darkness Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel shield of lightning resistance (+20%) (Shrouds) (0 def, 6 armour, 86.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 5 fire Changes resistances: +20% lightning Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.blazing quiver of yew arrows of amnesia (22/22, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Ranged): +23 fire Damage (radius 2) on crit: +11 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of yew arrows of crippling (55/55, 39.5-55.3 power, 13 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 39.5 - 55.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +16.0% Capacity: 55 Turns elapse between self-loadings: 3 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
73 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. |
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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
Winterwind the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Fatigue: -5% Changes stats: +5 Str / +1 Dex Changes damage: +12% cold / +3% physical Stamina each turn: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
brass lantern 'Shockjeer'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight / 2 lightning Changes resistances: +3% blight Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mental crit. chance: +5% 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.hateful pouch of steel shots of erosion (18/18, 20-24 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +7 darkness / +7 nature Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
Woeknave the steel torque of mindblast [power 147] (24/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 mind Changes resistances penetration: +10% mind Changes damage: +9% darkness It can be used to blast the opponent's mind dealing 147 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of gale force [power 70] (24/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 6 spaces and dealing 73 damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 88] (24/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 88 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.evasive yew totem of healing [power 180] (24/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heals yourself and all friendly characters within 10 spaces for 180 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nigredo the Thalore Doomed level 17
34th Dusk 122nd year of Ascendancy at 11:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nigredo the Thalore Doomed level 10
1st Summertide 122nd year of Ascendancy at 15:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nigredo the Thalore Doomed level 20
45th Dusk 122nd year of Ascendancy at 05:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nigredo the Thalore Doomed level 11
3rd Summertide 122nd year of Ascendancy at 08:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nigredo the Thalore Doomed level 14
9th Dusk 122nd year of Ascendancy at 06:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nigredo the Thalore Doomed level 19
43rd Dusk 122nd year of Ascendancy at 21:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Nigredo the Thalore Doomed level 21
49th Dusk 122nd year of Ascendancy at 17:45 see stats
Log
Nigredo hits Nigredo for (61 deflected) damage.
Nigredo uses Infusion: Regeneration.
Nigredo starts regenerating health quickly.
You have deflected 77 incoming damage!
Nigredo hits Nigredo for (77 deflected) damage.
You have deflected 45 incoming damage!
You fight through the pain! (+6 hate)
Nigredo hits Nigredo for (45 deflected) damage.
You have deflected 19 incoming damage!
You fight through the pain! (+10 hate)
Nigredo hits Nigredo for (19 deflected) damage.
You have deflected 18 incoming damage!
You fight through the pain! (+13 hate)
Nigredo hits Nigredo for (18 deflected) damage.
Nigredo uses Infusion: Healing.
Nigredo receives 53 healing from Infusion: Healing.
Vargh Redemption is still recharging.
Nigredo uses steel torque of psionic shield 'Dayworth'!
You have deflected 18 incoming damage!
Your hatred grows even as your life fades! (+20 hate)
Nigredo hits Nigredo for (18 deflected) damage.
You have deflected 19 incoming damage!
Your hatred grows even as your life fades! (+22 hate)
An elite foe has fallen to your hate! (+8 hate)
Saving game...












































































































