















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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Nightmare Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 50 / 238% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 14:35 0 / 7Killed by Adethra the losselhing at level 36 on the 8th Mirth 123rd year of Ascendancy at 03:08 Killed by radiant horror at level 40 on the 2nd Dusk 123rd year of Ascendancy at 02:05 Killed by Ce'Natha the master vampire at level 41 on the 5th Dusk 123rd year of Ascendancy at 06:37 Killed by Betavea the Flame Terror at level 50 on the 33rd Haze 123rd year of Ascendancy at 04:12 Killed by Aeryba the Herald at level 50 on the 33rd Haze 123rd year of Ascendancy at 07:04 Killed by Betavea the Flame Terror at level 50 on the 33rd Haze 123rd year of Ascendancy at 09:55 |
Primary Stats
| Strength | 32.817091048378 (base 10) |
| Dexterity | 55.634182096757 (base 32) |
| Constitution | 65.634182096757 (base 60) |
| Magic | 30.817091048378 (base 10) |
| Willpower | 133.63418209676 (base 60) |
| Cunning | 129.3474234193 (base 60) |
Resources
| Life | 937/937 |
| Hate | 64/100 |
| Equilibrium | 18 |
| Healing Factor | 1.1072381260567 |
| Regeneration | 1.6054952827822 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 3.1678068122914 |
| See Invisible | 7.6341820967567 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 46 |
| Crit Chance | 55% |
| APR | 98 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 181 |
| Accuracy | 46 |
| Crit Chance | 55% |
| APR | 98 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +22% |
| Darkness | +39% |
| Physical | +24% |
| Mind | +26% |
| All | +7% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +20% |
| Mind | +45% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 11 |
| Physical Save | 20 |
| Spell Save | 25 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 15%( 70%) |
| All | + 15%( 70%) |
| Physical | + 20%( 74%) |
| Lightning | + 43%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 52%( 77%) |
| Fire | + 23%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 100% |
| Fear Resistance | 78% |
| Blind Resistance | 17% |
| Disarm Resistance | 49% |
| Pinning Resistance | 40% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 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 646 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 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 321 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Darkness | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.8)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 68% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 4%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 37 mind and 41 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 4%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 60 Mind damage, and deal 66 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 56 damage from the next 2.7 attack(s) with a 7% chance to counterattack. Guarded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +11 Darkness Resistance, +7% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.8)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)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 (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by thought-forged bowman. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Xerath the ice wyrm. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 864. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed faerlhing fang. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed vial of squid ink. * You've found the needed bear paw. 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 vial of wight ectoplasm. * You've found the needed wretchling eyeball. * You've found the needed black mamba head. 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 vial of greater demon bile. * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Adilratira (Corpses) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +5, Wil +4, Cun +4, Con +3 offense ------ Mind Crit +5% Critical power +5.00% Damage +7% physical When Hit 4 mind defense ------ Armor +4 Fatigue +3% Resistance +8% lightning, +8% temporal Physical save +10 (+3 eff.) Spell save +7 (+2 eff.) Mind save +14 (+2 eff.) other ------- Size +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+1 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+1 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 171, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 239.78 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | The Face of Fear (Misfortune) (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats Cun +6, Wil +8 offense ------ Mindpower +16 (+2 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Curse of Misfortune Instill Fear: Effective talent level: 5.2 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.57 mind and 27.11 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 5.99 mind and 6.60 darkness damage per turn and increases cooldowns by 63%. Haunted: Causes the target to suffer 9.51 mind and 10.49 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | cleansing dwarven-steel torque of psionic shield [power 65] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 65 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Issedor (Madness)0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Wil +3 offense ------ Critical power +20.00% Mindpower +30 (+3 eff.) defense ------ Mind save +10 (+1 eff.) Confus Resist +27% other ------- Max psi +50.00 Curse of Madness Rings make your fingers look great! |
| On fingers | Wheel of Fate (Madness)0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Critical power +20.00% Physical Power +34 (+5 eff.) Spellpower +39 (+6 eff.) Mindpower +34 (+4 eff.) Damage +7% all defense ------ Resistance +5% arcane, +9% fire Life +24.00 Disarm Resist +49% Pinning Resist +40% Knockbk Resist +49% other ------- Max vim +40.00 Can be unequipped or rerolled. Curse of Madness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Murkpython the gold amulet (Madness)0.1 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats Str +3, Wil +3 offense ------ Mindpower +11 (+1 eff.) Ignore resists +25% mind When Hit 8 darkness defense ------ Crit Resistance 15.00% Mind save +26 (+4 eff.) Confus Resist +17% other ------- Light +3 Curse of Madness Amulets make your neck look great! |
| In main hand | Gloreldatira the living mindstar (Corpses) (115% power, 83 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 99% Wil, 59% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +83 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: offense ------ Mind Crit +9% Mindpower +42 (+4 eff.) Damage +13% mind, +17% darkness Ignore resists +10% darkness, +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 44 defense ------ Resistance +6% temporal, +12% darkness +3% mind Blind Resist +17% other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness 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. |
| Around waist | Rope Belt of the Thaloren (Corpses)1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Cun +7, Wil +8 offense ------ Mind Crit +15% Mindpower +15 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Harmony Curse of Corpses The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Arcsteel (Nightmares) (114% power, 83 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 99% Wil, 59% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +83 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Dex +4, Cun +30, Con +3 offense ------ Mind Crit +5% Mindpower +20 (+2 eff.) Damage +9% lightning Ignore resists +15% blight defense ------ Resistance +12% lightning Crit Resistance 15.00% Life +50.00 Life Regen +1.20 other ------- Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Delista the elven-silk cloak (Misfortune) (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats Dex +5, Mag +2, Wil +8, Cun +6 offense ------ Mind Crit +6% Mindpower +15 (+2 eff.) Damage +6% mind On-Hit (Melee): * 21% chance to reduce all saves and defense by 44 defense ------ Defense +3 (+1 eff.) other ------- Light +3 Infravision +3 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. |
| Main armor | nimble drakeskin leather armour of thunder (Shrouds) (31 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane/Master While equipped: Stats Str +6, Dex +8, Mag +7, Wil +7 offense ------ Physical Crit +6.0% Spell Crit +8% Mind Crit +7% Physical Power +17 (+2 eff.) Spellpower +14 (+2 eff.) Mindpower +17 (+2 eff.) Move Speed +20% defense ------ Armor +8 Defense +31 (+8 eff.) Fatigue +8% Resistance +13% lightning Curse of Shrouds A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (die at -653; dur 8; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -653 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 653 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -541; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -541 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 541 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 842%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 842% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 915; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 915 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 770; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 770 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 766; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 680; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 394; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 47%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 47%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Blizzardwrither (Shrouds)0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +9 offense ------ Ignore resists +15% cold defense ------ Resistance +11% lightning, +6% cold Stun Resist +26% Curse of Shrouds Amulets make your neck look great! |
Fanged Collar (Madness)0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... Curse of Madness This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet (Nightmares)0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps Curse of Nightmares The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet (Misfortune)0.1 Encumbrance T1 amulet jewelry [Normal] Curse of Misfortune Amulets make your neck look great! |
grounding steel amulet of cunning (+4) (Madness)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +4 defense ------ Resistance +11% lightning Stun Resist +24% Curse of Madness Amulets make your neck look great! |
insulating steel amulet (Corpses)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% fire, +12% cold Curse of Corpses Amulets make your neck look great! |
Chydunadur (Shrouds)0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats Str +5 offense ------ Physical Power +30 (+5 eff.) Spellpower +37 (+6 eff.) Mindpower +34 (+4 eff.) Damage +13% all On-Hit (Melee): * 20% chance to slow global speed by 74% defense ------ Armor +10 Resistance +9% nature, +6% light Unlife -80.00 life Pinning Resist +10% Curse of Shrouds Rings make your fingers look great! |
Polaldamira (Misfortune)0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats Dex +3, Con +9 offense ------ Critical power +10.00% Damage +19% lightning defense ------ Resistance +38% lightning, +2% physical +10% nature, +13% blight Spell save +18 (+5 eff.) Poison Resist +17% Disease Resist +20% other ------- Max stamina +35.00 Curse of Misfortune Rings make your fingers look great! |
Writhing Ring of the Hunter (Corpses)0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Corpses A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of luminosity (Madness)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats Mag +1 offense ------ On-Hit 11 light On-Ranged-Hit 10 light Damage +11% light Curse of Madness Rings make your fingers look great! |
marksman's steel ring of lightning (+20%) (Shrouds)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ Damage +10% lightning Accuracy +4 (+1 eff.) defense ------ Resistance +20% lightning Curse of Shrouds Rings make your fingers look great! |
rogue's copper ring of tenacity (Madness)0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+1 eff.) Life +21.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Curse of Madness Rings make your fingers look great! |
stralite quartz ring (Madness)0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +63.00 Life Regen +11.00 Healmod +16% Stun Resist +30% Curse of Madness Rings make your fingers look great! |
Storm Fury (Shrouds)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats Dex +10, Mag +10 offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+8 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 71 to 142 lightning damage based on Magic with a chance to inflict Daze. Curse of Shrouds This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Amethyst of Sanctuary (Misfortune) (111% power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Wil +8 offense ------ Mind Crit +7% Mindpower +14 (+2 eff.) defense ------ Resistance +15% mind Mind save +25 (+4 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% Curse of Misfortune This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Nerumitira the living mindstar (Nightmares) (115% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +20 temporal While equipped: Stats Mag +3, Cun +8, Con +1 offense ------ Mind Crit +5% Critical power +24.00% Mindpower +10 (+1 eff.) On-Hit 8 lightning, 6 physical 8 cold, 8 acid, 8 fire Damage +12% lightning, +15% cold +14% physical On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +26 (+7 eff.) Resistance +10% lightning, +8% physical +6% blight, +9% fire +10% cold, +8% acid Pinning Resist +34% other ------- Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nithan's Force (Nightmares)4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats Str +10, Con +5 offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Curse of Nightmares Bull Shot: Effective talent level: 5.5 Power cost 16 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Emblem of Evasion (Madness)1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Curse of Madness Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Ivorin the rough leather belt (Nightmares)1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Con +5 offense ------ Physical Power +8 (+1 eff.) defense ------ Armor +2 Physical save +3 (+1 eff.) Spell save +7 (+2 eff.) Unlife -20.00 life other ------- Size +1 Curse of Nightmares A belt that goes around your waist. |
Mighty Girdle (Nightmares)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Nightmares 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. |
Shiverrain the cashmere cloak (Shrouds) (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Con +7 offense ------ Damage +15% cold defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +13% cold other ------- Light +1 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. |
elven-silk cloak 'Relguromirath' (Madness) (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats Cun +3, Dex +2 offense ------ Damage +3% temporal When Hit 6 temporal defense ------ Defense +3 (+1 eff.) Resistance +12% blight, +12% temporal +14% nature, +5% arcane Physical save +11 (+3 eff.) Mind save +11 (+1 eff.) Unlife -50.00 life Life Regen +6.00 Healmod +13% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
verdant silk robe of life (Madness) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats Con +6 offense ------ Damage +13% nature defense ------ Resistance +10% blight, +13% all Life +70.00 Life Regen +2.80 Healmod +16% Poison Resist +23% Disease Resist +31% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindgrit the dwarven-steel helm (Nightmares) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +20% light, +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 44 defense ------ Armor +4 Fatigue +4% Resistance +3% light, +7% cold other ------- Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gekan the Gorewreck (Shrouds) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+1 eff.) Damage +6% blight, +10% mind +15% darkness Ignore resists +5% arcane defense ------ Defense +3 (+1 eff.) Resistance +5% lightning, +5% temporal +8% light, +5% fire +10% nature, +5% acid +17% mind, +21% blight +6% cold, +5% arcane +27% darkness Physical save +12 (+3 eff.) Mind save +5 (+0 eff.) other ------- Max psi +28.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
Infused Cerebrum (Corpses) (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats Mag +10, Wil +12, Cun +10 offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+1 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Curse of Corpses Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Isuth (Corpses) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% acid, +5% cold +1% physical Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +9 Breathe water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainwind (Madness) (8 def, 13 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +17, Dex +12, Cun +9 Con +4 offense ------ Damage +9% mind Ignore resists +20% cold When Hit 10 cold defense ------ Armor +13 Defense +8 (+2 eff.) Fatigue +5% Resistance +3% cold, +5% all Physical save +11 (+3 eff.) Curse of Madness Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 75.4 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Breath of Eyal (Nightmares) (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+1 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning, +20% temporal +20% light, +20% fire +20% nature, +20% acid +20% blight, +20% cold +15% arcane, +20% darkness Spell save +20 (+5 eff.) Curse of Nightmares This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
387 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dimquarry the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% darkness defense ------ Defense +5 (+2 eff.) Resistance +3% light, +1% physical Life +42.00 Poison Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shimmerlace the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Con +3 offense ------ Physical Crit +4.0% Ignore resists +10% lightning, +10% physical Accuracy +5 (+1 eff.) Ignore Armor +2 defense ------ Armor +8 Resistance +8% blight Life Regen +6.00 other ------- Stamina/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 24 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 Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 Resistance +20% arcane, +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 270/400 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
stralite torque of mindblast [power 290] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 183 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats Wil +8 offense ------ Mindpower +10 (+1 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
4 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Lsual the Yeek Doomed level 41
4th Dusk 123rd year of Ascendancy at 20:44 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 19:31 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Lsual the Yeek Doomed level 41
3rd Dusk 123rd year of Ascendancy at 06:11 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lsual the Yeek Doomed level 45
21st Dusk 123rd year of Ascendancy at 05:38 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Lsual the Yeek Doomed level 44
15th Dusk 123rd year of Ascendancy at 15:42 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Lsual the Yeek Doomed level 33
78th Pyre 123rd year of Ascendancy at 01:21 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lsual the Yeek Doomed level 10
9th Mirth 122nd year of Ascendancy at 21:18 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Lsual the Yeek Doomed level 43
12nd Dusk 123rd year of Ascendancy at 03:55 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Lsual the Yeek Doomed level 47
72nd Dusk 123rd year of Ascendancy at 00:22 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Lsual the Yeek Doomed level 31
71st Pyre 123rd year of Ascendancy at 17:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Lsual the Yeek Doomed level 21
51st Regrowth 123rd year of Ascendancy at 21:26 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lsual the Yeek Doomed level 32
72nd Pyre 123rd year of Ascendancy at 19:13 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Lsual the Yeek Doomed level 28
63rd Regrowth 123rd year of Ascendancy at 19:35 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 18:28 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lsual the Yeek Doomed level 46
21st Dusk 123rd year of Ascendancy at 08:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Lsual the Yeek Doomed level 10
9th Mirth 122nd year of Ascendancy at 21:16 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Lsual the Yeek Doomed level 20
37th Regrowth 123rd year of Ascendancy at 06:23 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 17:28 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Lsual the Yeek Doomed level 40
1st Dusk 123rd year of Ascendancy at 16:31 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Lsual the Yeek Doomed level 50
33rd Haze 123rd year of Ascendancy at 01:29 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Lsual the Yeek Doomed level 30
27th Pyre 123rd year of Ascendancy at 17:59 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Lsual the Yeek Doomed level 28
10th Pyre 123rd year of Ascendancy at 22:43 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Lsual the Yeek Doomed level 22
53rd Regrowth 123rd year of Ascendancy at 16:51 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Lsual the Yeek Doomed level 36
8th Mirth 123rd year of Ascendancy at 00:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Lsual the Yeek Doomed level 25
55th Regrowth 123rd year of Ascendancy at 23:43 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Lsual the Yeek Doomed level 43
12nd Dusk 123rd year of Ascendancy at 04:59 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 19:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Lsual the Yeek Doomed level 10
13rd Dusk 122nd year of Ascendancy at 06:02 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 19:31 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lsual the Yeek Doomed level 31
53rd Pyre 123rd year of Ascendancy at 13:15 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Lsual the Yeek Doomed level 31
70th Pyre 123rd year of Ascendancy at 23:57 see stats
They Came From Outer Space! (Nightmare (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Lsual the Yeek Doomed level 30
18th Pyre 123rd year of Ascendancy at 19:31 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Lsual the Yeek Doomed level 31
52nd Pyre 123rd year of Ascendancy at 23:19 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Lsual the Yeek Doomed level 29
18th Pyre 123rd year of Ascendancy at 00:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Lsual the Yeek Doomed level 21
51st Regrowth 123rd year of Ascendancy at 18:36 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lsual the Yeek Doomed level 40
2nd Dusk 123rd year of Ascendancy at 19:06 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Rested for 26 turns (stop reason: hostile spotted to the south (gigantic sandworm tunneler)).
Shadow casts Shadow Flames.
Gigantic sandworm tunneler rushes out!
You have deflected 5 incoming damage!
Gigantic sandworm tunneler is lost in madness!
Lsual harrows gigantic sandworm tunneler!
Lsual is dazed!
Curse of Nightmares hits Gigantic sandworm tunneler for 154 mind, 122 darkness (276 total damage).
Melee retaliation hits Gigantic sandworm tunneler for 12 darkness, 6 mind (18 total damage).
Gigantic sandworm tunneler hits Lsual for (63 gestured), (5 deflected), 6 physical (6 total damage).
Shadow casts Shadow Flames.
Shadow casts Phase Door.
Shadow hits Gigantic sandworm tunneler for 179 fire damage.
Gigantic sandworm tunneler is stunned!
Gigantic sandworm tunneler has been maligned!
Lsual hits Gigantic sandworm tunneler for 182 mind damage.
Shadow casts Shadow Flames.
Shadow feeds you hate from its latest victim. (+8 hate)
You collect a new ingredient: sandworm tooth (1).
Shadow hits Gigantic sandworm tunneler for 230 fire damage.
Shadow killed Gigantic sandworm tunneler!
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Saving done.












































































































































