Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 15 / 33% |
Size | medium |
Lifes / Deaths | Killed by Elvur the wretchling at level 15 on the 3rd Haze 122nd year of Ascendancy at 00:05 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 16 (base 11) |
Constitution | 20 (base 10) |
Magic | 17 (base 10) |
Willpower | 50 (base 41) |
Cunning | 40 (base 32) |
Resources
Life | -293/617 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.6116684561411 |
Regeneration | 28.929448787733 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 14 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6666666666667 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Mind | +18% |
Nature | +23% |
Blight | +3% |
Physical | +8% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Fire | +5% |
Mind | +15% |
Cold | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 3 |
Physical Save | 26 |
Spell Save | 26 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 16%( 70%) |
Temporal | + 13%( 70%) |
Blight | + 13%( 70%) |
Physical | + 8%( 70%) |
All | + 7%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 349 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Arissra' (Nightmares) (0 def, 1 armour) pair of rough leather boots 'Arissra' (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% temporal / +1% physical Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Maximum life: +40.00 Curse of Nightmares A pair of boots made of leather. |
Light source | brass lantern 'Searmark' brass lantern 'Searmark'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances penetration: +15% darkness / +15% mind Changes damage: +9% fire Hate when firing a critical mind attack: +1.00 Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Tideblur the iron helm (Corpses) (0 def, 3 armour) Tideblur 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: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +5 Con Changes resistances penetration: +5% fire / +5% cold Infravision radius: +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (Madness) (2 def, 3 armour) Spellhunt Remnants (Madness) (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Voidking the ash totem of healing [power 170] (14/15 cooldown) Voidking the ash totem of healing [power 170] (14/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 11% Damage when hit (Melee): 4 acid Changes resistances: +9% darkness Changes resistances penetration: +5% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of Growth (Shrouds) Ring of Growth (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Berylin the Cracklekarma (Nightmares) Berylin the Cracklekarma (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +5 Mag Changes damage: +3% lightning Life regen: +7.00 Maximum life: +44.00 See invisible: +6 Healing mod.: +10% Curse of Nightmares Rings make your fingers look great! |
Around neck | wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
In main hand | nature's mossy mindstar of disruption (Nightmares) (75% power, 12 apr, nature damage) nature's mossy mindstar of disruption (Nightmares) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% 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: +5% Unnatural When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +10% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Yvawen (Nightmares) Yvawen (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +1 Con Changes damage: +15% mind Life regen: +0.70 Psi when hit: +0.04 Mental crit. chance: +1% Healing mod.: +12% Curse of Nightmares A belt that goes around your waist. |
In off hand | vined mindstar 'Arcnigh' (Shrouds) (83% power, 18 apr, nature damage) vined mindstar 'Arcnigh' (Shrouds) (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 lightning When wielded/worn: Changes resistances: +3% blight Changes damage: +9% lightning / +3% nature / +3% mind Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +11% Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Getyrehor the Shadowrace (Nightmares) (1 def, 0 armour) Getyrehor the Shadowrace (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 darkness / 2 mind Changes damage: +3% blight Mana each turn: +0.08 Maximum life: +34.00 Spell crit. chance: +6% Damage Shield penetration: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide rough leather armour of Eyal (Shrouds) (3 def, 2 armour) troll-hide rough leather armour of Eyal (Shrouds) (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Life regen: +5.00 Maximum life: +52.00 Healing mod.: +22% Curse of Shrouds A suit of armour made of leather. |
Inventory
regeneration infusion of the titan (heal 146; 17 cd) regeneration infusion of the titan (heal 146; 17 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 146 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. Layelaith the NaturegashLayelaith the Naturegash Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% lightning / +9% fire / +12% mind / +6% nature Changes resistances penetration: +10% cold Changes damage: +6% nature Confusion immunity: +21% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+12 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
grounding steel amulet of mastery (0.10 Cursed / Dark sustenance) grounding steel amulet of mastery (0.10 Cursed / Dark sustenance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.10 Cursed / Dark sustenance Stun/Freeze immunity: +21% Amulets make your neck look great! |
warrior's steel amulet of strength (+4) warrior's steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
copper ring 'Firepiercer' (Nightmares) copper ring 'Firepiercer' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 fire Changes stats: +5 Cun / +5 Dex Changes resistances: +9% fire Changes resistances penetration: +5% mind / +5% fire Changes damage: +9% lightning Curse of Nightmares Rings make your fingers look great! |
copper ring (Corpses) copper ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings make your fingers look great! |
rogue's copper ring of clarity (Corpses) rogue's copper ring of clarity (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Mental save: +5 (+3 eff.) Confusion immunity: +20% Curse of Corpses Rings make your fingers look great! |
Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 Curse of Nightmares It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.65 cold and 15.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
psionicist's steel ring of blight (+12%) (Shrouds) psionicist's steel ring of blight (+12%) (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% blight Changes damage: +12% blight Mental save: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Haraharadig (Shrouds) (100% power, 2 apr, fire element)Haraharadig (Shrouds) (100% power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Changes resistances: +12% blight / +6% fire / +6% nature / +3% light Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 42.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (Nightmares) (136% power, 7 apr) Bill's Tree Trunk (Nightmares) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Nightmares It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
mitotic vined mindstar (Nightmares) (83% power, 18 apr, nature damage) mitotic vined mindstar (Nightmares) (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 53% * 7% chance to reduce armor by 11% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
vined mindstar of resolve (Corpses) (81% power, 18 apr, mind damage) vined mindstar of resolve (Corpses) (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mindpower: +4 (+1 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. |
Mardagen the Gleamrend (Misfortune) (0 def, 8 armour, 73.5 block) Mardagen the Gleamrend (Misfortune) (0 def, 8 armour, 73.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 1 lightning Changes stats: +2 Dex Changes resistances: +12% lightning / +14% light / +12% darkness Changes damage: +6% light / +6% arcane Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
Dourknight (Shrouds) Dourknight (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Con Changes resistances: +3% acid / +3% light / +3% blight Changes resistances penetration: +10% darkness Changes damage: +15% darkness Mental save: +5 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
Unrorin (Corpses) Unrorin (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +1 Str Physical save: +12 (+6 eff.) Mindpower: +2 (+0 eff.) Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Blazequench' (Nightmares) rough leather belt 'Blazequench' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +5% lightning Changes damage: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned Spell save: +9 (+5 eff.) Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A belt that goes around your waist. |
rough leather belt (Shrouds) rough leather belt (Shrouds)1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Shrouds A belt that goes around your waist. |
Gunodas the linen cloak (Shrouds) (1 def, 6 armour) Gunodas the linen cloak (Shrouds) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes resistances: +12% cold Changes resistances penetration: +20% mind Reduces incoming crit damage: 15.00% Spell save: +3 (+2 eff.) Silence immunity: +10% Only die when reaching: -40.00 life 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. |
linen cloak 'Fogserpent' (Shrouds) (1 def, 5 armour) linen cloak 'Fogserpent' (Shrouds) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +3% acid / +6% temporal / +20% cold / +3% nature / +3% fire Changes resistances penetration: +5% darkness 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. |
linen cloak of Iron Throne (Nightmares) (1 def, 0 armour) linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Floewolf' (Shrouds) (0 def, 3 armour) pair of rough leather boots 'Floewolf' (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Cun Changes resistances: +6% acid / +9% cold Mental save: +3 (+2 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Infravision radius: +2 Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (Misfortune) (0 def, 1 armour)pair of rough leather boots (Misfortune) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Curse of Misfortune A pair of boots made of leather. |
brawler's rough leather gloves (Corpses) (0 def, 1 armour) brawler's rough leather gloves (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat (Shrouds) (1 def, 0 armour) linen wizard hat (Shrouds) (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
Oakbearer (Corpses) (1 def, 0 armour) Oakbearer (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +16% nature Changes damage: +14% nature / +6% acid Curse of Corpses A pointy cloth hat, very wizardly... |
Ce'Nema the brass lantern Ce'Nema the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical Changes resistances penetration: +10% acid Physical save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Life regen: +2.00 Only die when reaching: -40.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Daimyblek the Deepsrain (dig speed 19 turns) Daimyblek the Deepsrain (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +2 Str Changes resistances: +6% darkness / +6% fire Critical mult.: +5.00% Mental save: +3 (+2 eff.) Mindpower: +25 (+8 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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. |
Pitchrace the iron torque of psionic shield [power 25] (14/25 cooldown) Pitchrace the iron torque of psionic shield [power 25] (14/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +3% darkness Psi when hit: +0.08 Maximum hate: +2.00 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Radholerain the Cracklesmash [power 25] (14/25 cooldown)Radholerain the Cracklesmash [power 25] (14/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Wil / +2 Con Changes resistances penetration: +15% lightning Changes damage: +12% lightning Reduces incoming crit damage: 5.00% Infravision radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Emelugatta the Deepsmonster [power 116] (14/15 cooldown) Emelugatta the Deepsmonster [power 116] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% darkness Silence immunity: +20% Disarm immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 It can be used to sting an enemy dealing 143 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm wand of shielding [power 98] (14/14 cooldown) quick elm wand of shielding [power 98] (14/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Karaa the Cornac Doomed level 13
71st Dusk 122nd year of Ascendancy at 11:12 see stats
By Karaa the Cornac Doomed level 10
41st Dusk 122nd year of Ascendancy at 03:47 see stats
By Karaa the Cornac Doomed level 8
12nd Dusk 122nd year of Ascendancy at 07:24 see stats
Log
Wretchling's acid area effect hits Medic turret for 18 acid damage.
Wretchling's acid area effect hits Karaa for (7 deflected), 8 acid (8 total damage).
Wretchling's acid area effect hits Terror for 16 acid damage.
Wretchling's acid area effect hits Terror for 17 acid damage.
Karaa's nightmare area effect hits Elvur the wretchling for 54 mind damage.
Karaa's nightmare area effect hits Wretchling for 49 darkness damage.
Karaa's nightmare area effect hits Elvur the wretchling for 0 mind damage.
Karaa's nightmare area effect hits Medic turret for 44 darkness damage.
Karaa's nightmare area effect hits Elvur the wretchling for 54 mind damage.
Elvur the wretchling's acid area effect hits Terror for 13 acid damage.
Elvur the wretchling's acid area effect hits Medic turret for 15 acid damage.
Elvur the wretchling's acid area effect hits Karaa for (6 deflected), 6 acid (6 total damage).
Elvur the wretchling's acid area effect hits Terror for 13 acid damage.
Elvur the wretchling's acid area effect hits Terror for 14 acid damage.
Incendiary Grenade from Elvur the wretchling hits Karaa for 12 fire damage.
Terror is covered in acid!
Terror is covered in acid!
Terror hits Wretchling for 36 physical damage.
Terror hits Wretchling for 40 physical damage.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Elvur the wretchling uses Fumigate.
Elvur the wretchling no longer hears the hateful whisper.
You have deflected 11 incoming damage!
Elvur the wretchling's Fumigate hits Karaa for (11 deflected), 348 acid, 8 lightning, 8 fire, 3 nature, 7 physical, 2 mind (376 total damage).
Elvur the wretchling's Fumigate hits Karaa for 379 acid damage.
Karaa the level 15 cornac doomed was corroded to death by Elvur the wretchling on level 3 of Scintillating Caves.
The air around Karaa grows cold and terrifying shapes begin to coalesce. A nightmare has begun.