Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 31 / 80% |
Size | medium |
Lifes / Deaths | Killed by Nerolaith the mean looking elven guard at level 31 on the 30th Haze 122nd year of Ascendancy at 09:59 / 1 |
Primary Stats
Strength | 30 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 25 (base 15) |
Magic | 22 (base 10) |
Willpower | 80.999999999999 (base 60) |
Cunning | 90 (base 60) |
Resources
Life | -243/810 |
Hate | 100/100 |
Equilibrium | 28 |
Psi | 201/201 |
Healing Factor | 1.5035178243369 |
Regeneration | 29.393773465787 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 52 |
Accuracy | 49 |
Crit Chance | 27% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 49 |
Crit Chance | 27% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +12% |
Physical | +5% |
Cold | +30% |
All | 0% |
Darkness | +15% |
Light | +15% |
Temporal | +6% |
Fire | +3% |
Lightning | +22% |
Offense: Damage Penetration
Lightning | +4% |
Temporal | +7% |
Physical | +9% |
Acid | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 11 |
Physical Save | 35 |
Spell Save | 34 |
Mental Save | 47 |
Defense: Resistances
Acid | + 35%( 74%) |
Blight | + 36%( 74%) |
Arcane | + 34%( 74%) |
Cold | + 49%( 74%) |
All | + 30%( 74%) |
Lightning | + 55%( 74%) |
Light | + 32%( 74%) |
Physical | + 30%( 74%) |
Darkness | + 30%( 74%) |
Fire | + 30%( 74%) |
Mind | + 34%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 48% |
Knockback Resistance | 52% |
Confusion Resistance | 32% |
Fear Resistance | 32% |
Stun Resistance | 52% |
Poison Resistance | 0% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 548 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% 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. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
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 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 260. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of fire wyrm saliva. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | restorative pair of voratun boots (Nightmares) (0 def, 5 armour) restorative pair of voratun boots (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +8.00 Healing mod.: +13% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Skyhunger' alchemist's lamp 'Skyhunger'Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +3% all Changes damage: +3% lightning Spell save: +8 (+4 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Freezepunish (Nightmares) (6 def, 10 armour) Freezepunish (Nightmares) (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +8 Str / +2 Dex / +2 Mag / +2 Wil Changes resistances: +4% all Changes damage: +30% cold Physical save: +10 (+5 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Unlightguile the dwarven-steel gauntlets (Shrouds) (0 def, 2 armour) Unlightguile the dwarven-steel gauntlets (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 12% Changes stats: +5 Str / +3 Wil / +3 Con Changes resistances penetration: +5% acid Changes damage: +15% darkness Talent mastery: +0.20 Technique / Grappling Physical save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +48% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | 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 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 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. |
On fingers | Ulfokalthorab the Rimekill (Shrouds) Ulfokalthorab the Rimekill (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% lightning / +6% cold / +6% mind Changes damage: +13% lightning / +15% light Knockback immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 Curse of Shrouds Rings make your fingers look great! |
On fingers | Kindlewrack the copper ring (Madness) Kindlewrack the copper ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Critical mult.: +10.00% Life regen: +7.00 Mana each turn: +0.08 Maximum life: +46.00 Maximum mana: +80.00 Spell crit. chance: +2% Mindpower: +25 (+6 eff.) Mental crit. chance: +4% Light radius: +3 Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
Around neck | protective stralite amulet of murder (Nightmares) protective stralite amulet of murder (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +11 Armour: +7 Defense: +6 (+3 eff.) Changes resistances cap: +4% all Critical mult.: +15.00% Physical save: +15 (+7 eff.) Curse of Nightmares Amulets make your neck look great! |
In main hand | creative thorny mindstar of venom (Shrouds) (100% power, 24 apr, nature damage) creative thorny mindstar of venom (Shrouds) (100% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 acid Changes stats: +4 Cun Changes resistances: +7% acid Changes resistances penetration: +12% acid Changes damage: +7% acid Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Life regen: +1.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Yaregorn the rough leather belt (Nightmares) Yaregorn the rough leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes damage: +12% blight Damage against: +19% Summoned Reduced damage from: +18% Summoned Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Mental crit. chance: +1% Curse of Nightmares A belt that goes around your waist. |
In off hand | Scorchravager the thorny mindstar (Madness) (94% power, 24 apr, mind damage) Scorchravager the thorny mindstar (Madness) (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 95% 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: +24 Crit. chance: +3.5% 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: +16% Unnatural When wielded/worn: Damage (Melee): 7 lightning Changes stats: +4 Str / +5 Dex / +3 Mag / +3 Wil / +12 Cun / +4 Con Changes resistances: +10% lightning Changes resistances penetration: +4% lightning Changes damage: +6% lightning / +3% fire Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% See invisible: +3 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | cashmere cloak 'Starsever' (Corpses) (2 def, 7 armour) cashmere cloak 'Starsever' (Corpses) (2 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Wil / +4 Cun / +3 Con Changes resistances: +21% cold / +5% arcane / +3% light Talent mastery: +0.30 Technique / Combat training Spell save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Stamina each turn: +0.60 Only die when reaching: -80.00 life Mental crit. chance: +6% Light radius: +2 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ancient silk robe of life (Shrouds) (0 def, 0 armour) ancient silk robe of life (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +9% blight / +13% all Changes resistances penetration: +7% temporal / +9% physical Changes damage: +6% temporal / +5% physical Life regen: +3.30 Maximum life: +60.00 Healing mod.: +14% Reduces paradox anomalies(equivalent to willpower): +10 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 204; cd 10) healing infusion of the psychic (heal 204; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -455; dur 6; cd 27) heroism infusion of the psychic (die at -455; dur 6; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -455 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1047 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 626%; cd 16)movement infusion (speed 626%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% 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. 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 |
movement infusion of the duelist (speed 526%; cd 17) movement infusion of the duelist (speed 526%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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. 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 |
movement infusion of the wizard (speed 507%; cd 13) movement infusion of the wizard (speed 507%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 535; 17 cd) regeneration infusion of the sneak (heal 535; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 535 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 404; 17 cd) regeneration infusion of the sneak (heal 404; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 404 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. ethereal rune (power 19; resist 20%; move 49%; dur 5; cd 21)ethereal rune (power 19; resist 20%; move 49%; dur 5; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 49% faster, and you are invisible (power 19). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Deepstorrent' (Corpses) copper amulet 'Deepstorrent' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 10 fire Changes stats: +3 Cun Changes resistances: +6% blight / +6% darkness Changes damage: +3% blight / +6% fire / +12% darkness Curse of Corpses Amulets make your neck look great! |
Daneth's Neckguard (Misfortune) Daneth's Neckguard (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Misfortune A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... 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. |
Lavabait (Misfortune) Lavabait (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +4 Dex Changes resistances: +18% fire Changes resistances penetration: +20% temporal / +10% light / +5% fire Changes damage: +3% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Woenull WoenullInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +9% mind / +2% physical Changes resistances penetration: +5% darkness Changes damage: +9% darkness Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Amulets make your neck look great! |
steel amulet 'Tundraquench' steel amulet 'Tundraquench'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil / +6 Cun / +3 Con Changes resistances penetration: +15% mind Changes damage: +9% cold Physical save: +7 (+4 eff.) Life regen: +4.00 Maximum life: +30.00 Mental crit. chance: +2% Amulets make your neck look great! |
Mirror Shards (Madness) Mirror Shards (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Madness It can be used to create a reflective shield (50% reflection rate, 192 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Olizilarim (Shrouds) Olizilarim (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +13 Changes stats: +6 Mag Critical mult.: +28.00% Physical save: +15 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +16 (+5 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% Curse of Shrouds Amulets make your neck look great! |
gold amulet 'Brenygen' (Nightmares) gold amulet 'Brenygen' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Dex / +8 Wil Changes resistances penetration: +25% arcane Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Curse of Nightmares Amulets make your neck look great! |
Anymathel the stralite amulet (Madness) Anymathel the stralite amulet (Madness)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% acid / +22% fire / +19% cold Changes damage: +9% acid Critical mult.: +15.00% Physical save: +17 (+7 eff.) Blindness immunity: +22% Life regen: +6.00 Maximum life: +49.00 Mindpower: +20 (+5 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +11 Curse of Madness Amulets make your neck look great! |
Nuradil (Misfortune) Nuradil (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Defense: +20 (+10 eff.) Changes stats: +3 Dex Changes resistances: +3% acid Changes damage: +3% acid Mindpower: +10 (+2 eff.) Curse of Misfortune 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! |
marksman's copper ring (Nightmares) marksman's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Curse of Nightmares Rings make your fingers look great! |
titan's copper ring of clarity (Shrouds) titan's copper ring of clarity (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Curse of Shrouds Rings make your fingers look great! |
Hellsstalker the steel ring (Corpses) Hellsstalker the steel ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Str Changes resistances: +24% nature Changes resistances penetration: +15% fire Changes damage: +12% nature / +9% fire Light radius: +3 Curse of Corpses Rings make your fingers look great! |
Woehunger (Shrouds) Woehunger (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight Changes damage: +6% darkness Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +14 (+5 eff.) Blindness immunity: +26% Confusion immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +8 Curse of Shrouds Rings make your fingers look great! |
Zubevena the steel ring (Corpses) Zubevena the steel ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes stats: +7 Str Changes resistances: +4% physical Mental save: +7 (+2 eff.) Confusion immunity: +27% Curse of Corpses Rings make your fingers look great! |
steel ring 'Galeumbra' (Corpses) steel ring 'Galeumbra' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 12% Changes stats: +5 Str / +6 Con Changes resistances penetration: +15% lightning / +20% darkness Changes damage: +24% acid Curse of Corpses Rings make your fingers look great! |
steel ring of pilfering (Nightmares) steel ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +9 (+5 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 146% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring (Corpses) titan's steel ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
titan's steel ring of corrosion (+26%) (Shrouds) titan's steel ring of corrosion (+26%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +26% acid Changes damage: +13% acid Physical save: +8 (+4 eff.) Curse of Shrouds Rings make your fingers look great! |
Wintergrind (Misfortune) Wintergrind (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Wil / +6 Con Changes resistances: +32% nature Changes resistances penetration: +15% mind / +20% cold Changes damage: +16% nature / +15% mind Reduces incoming crit damage: 10.00% Infravision radius: +2 Curse of Misfortune Rings make your fingers look great! |
gold ring (Madness) gold ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Madness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Nimbusblight (Misfortune)Nimbusblight (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+10 eff.) Changes stats: +3 Str Changes resistances: +9% lightning / +4% physical Changes resistances penetration: +15% lightning Changes damage: +15% lightning Physical save: +15 (+7 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +44% Curse of Misfortune Rings make your fingers look great! |
Staff of Arcane Supremacy (Madness) (120% power, 4 apr, physical element) Staff of Arcane Supremacy (Madness) (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) Curse of Madness It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. Salaretta the Ashtickler (Shrouds) (139% power, 2 apr)Salaretta the Ashtickler (Shrouds) (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +19 blight Damage (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +15% blight / +12% fire Changes resistances penetration: +10% fire Changes damage: +9% darkness / +24% fire Disease immunity: +28% Curse of Shrouds Massive two-handed battleaxes. |
stralite battleaxe 'Sunsweep' (Corpses) (154% power, 3 apr) stralite battleaxe 'Sunsweep' (Corpses) (154% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire When wielded/worn: Armour penetration: +17 Physical crit. chance: +13.0% Damage when hit (Melee): 6 light Changes stats: +12 Con / +15 Wil Changes damage: +9% arcane / +3% blight Critical mult.: +20.00% Spell save: +6 (+3 eff.) Maximum life: +79.00 Spell crit. chance: +1% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatmaul of projection (Corpses) (166% power, 3 apr)warbringer's stralite greatmaul of projection (Corpses) (166% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +2 Con Changes resistances penetration: +13% physical Disarm immunity: +20% Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Spectral Blade (Nightmares) (130% power, 25 apr)Spectral Blade (Nightmares) (130% power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares This sword appears weightless, and nearly invisible. |
Earthoozer (Nightmares) (125% power, 3 apr) Earthoozer (Nightmares) (125% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 65% Damage when hit (Melee): 6 temporal Changes stats: +4 Str / +5 Dex / +4 Mag / +7 Wil / +6 Cun / +5 Con Changes resistances: +3% nature Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Vorura the stralite mace (Corpses) (160% power, 5 apr)Vorura the stralite mace (Corpses) (160% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +12% mind Changes resistances penetration: +25% mind Changes damage: +9% mind Critical mult.: +20.00% Physical save: +9 (+5 eff.) Stamina each turn: +3.00 Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Armyrain the Umbraward (Nightmares) (123% power, 4 apr)Armyrain the Umbraward (Nightmares) (123% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 darkness / +8 temporal Damage (radius 2) on crit: +28 lightning / +23 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 4 blight Changes resistances penetration: +15% lightning / +14% cold / +25% darkness / +25% temporal Changes damage: +12% temporal Movement speed: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares One-handed war axes. |
Layulaith (Misfortune) (111% power, 7 apr) Layulaith (Misfortune) (111% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +5 Str Changes resistances: +3% light / +2% physical Changes damage: +7% physical Critical mult.: +10.00% Maximum stamina: +20.00 Curse of Misfortune Sharp, short and deadly. |
Great Caller (Corpses) (100% power, 18 apr, nature damage) Great Caller (Corpses) (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 30% Wil, 50% 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: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. Curse of Corpses This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
gifted thorny mindstar of life (Corpses) (96% power, 24 apr, nature damage) gifted thorny mindstar of life (Corpses) (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +21.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% 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. |
thorny mindstar of clarity (Shrouds) (97% power, 24 apr, mind damage) thorny mindstar of clarity (Shrouds) (97% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (Misfortune) (96% power, 24 apr, mind damage) thorny mindstar of storms (Misfortune) (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +7% lightning Changes resistances penetration: +4% lightning Changes damage: +12% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar of resolve (Shrouds) (109% power, 32 apr, nature damage) horrifying pulsing mindstar of resolve (Shrouds) (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 9 darkness Changes stats: +3 Wil Changes damage: +6% mind / +4% darkness Talent granted: +1 Attune Mindstar Spell save: +6 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots 'Strikefurnace' (19/19, 156% power, 5 apr)pouch of stralite shots 'Strikefurnace' (19/19, 156% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 65% * 20 arcane resource burn Damage (Ranged): +20 lightning Damage (radius 1) on hit: +20 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Emeriabeth the Cloudjeer (Nightmares) (0 def, 8 armour, 179.5 block)Emeriabeth the Cloudjeer (Nightmares) (0 def, 8 armour, 179.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 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): 25 fire Changes stats: +5 Str Changes resistances: +6% blight / +16% fire / +9% darkness / +12% temporal Changes damage: +9% lightning Talent granted: +1 Block Physical save: +15 (+7 eff.) Blindness immunity: +20% Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Glitterstrider the reinforced leather armour (Misfortune) (12 def, 7 armour)Glitterstrider the reinforced leather armour (Misfortune) (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +9% physical Changes resistances penetration: +15% light / +25% arcane Physical save: +20 (+8 eff.) Maximum mana: +100.00 Spellpower: +30 (+5 eff.) Damage Shield penetration: +30% Curse of Misfortune A suit of armour made of leather. |
radiant voratun mail armour of Eyal (Madness) (5 def, 10 armour) radiant voratun mail armour of Eyal (Madness) (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +24% blight / +19% darkness Life regen: +10.00 Maximum life: +38.00 Light radius: +2 Healing mod.: +10% Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened stralite plate armour (Misfortune) (0 def, 22 armour)hardened stralite plate armour (Misfortune) (0 def, 22 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Fatigue: +22% Changes resistances: +9% acid / +9% physical / +10% cold / +9% lightning / +11% fire Curse of Misfortune A suit of armour made of metal plates. |
Growthsteel the rough leather belt (Nightmares) Growthsteel the rough leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% nature Changes resistances penetration: +15% light Life regen: +0.60 Mindpower: +5 (+1 eff.) Healing mod.: +11% Curse of Nightmares A belt that goes around your waist. |
Magmahack (Shrouds) Magmahack (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Mag / +5 Con Changes resistances penetration: +10% fire Reduces incoming crit damage: 10.00% Maximum life: +39.00 Curse of Shrouds A belt that goes around your waist. |
Torchwilder (Madness) Torchwilder (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Armour: +4 Changes stats: +5 Cun / +8 Dex Changes resistances: +12% fire / +12% cold Spell save: +12 (+6 eff.) Mental crit. chance: +9% Curse of Madness A belt that goes around your waist. |
Hathasadar the Dazzleweeper (Shrouds) (1 def, 0 armour) Hathasadar the Dazzleweeper (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +3 Str / +5 Wil Changes resistances: +12% acid / +9% light Reduces incoming crit damage: 10.00% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zidunaldir the Rainclash (Madness) (1 def, 2 armour) Zidunaldir the Rainclash (Madness) (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +2 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +1 Str / +8 Con Critical mult.: +10.00% 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. |
Duskblight (Nightmares) (0 def, 1 armour) Duskblight (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 12% Damage when hit (Melee): 6 mind Changes stats: +5 Lck / +4 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% acid Changes damage: +9% mind Stealth bonus: +5 Mental crit. chance: +1% Curse of Nightmares A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Curse of Shrouds A pair of boots made of leather. |
Gisema the Lustrespawn (Nightmares) (0 def, 3 armour) Gisema the Lustrespawn (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +6 Cun / +8 Con Changes resistances: +7% lightning / +7% temporal / +6% mind Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Shrouds) (0 def, 0 armour) Sludgegrip (Shrouds) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves are coated with a thick, green liquid. |
Aladeran the cashmere wizard hat (Nightmares) (2 def, 0 armour) Aladeran the cashmere wizard hat (Nightmares) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Cun Changes resistances: +6% nature / +4% physical Physical save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +4.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
Charquench (Shrouds) (1 def, 0 armour) Charquench (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Wil Changes resistances: +6% fire / +15% cold Changes damage: +10% cold Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
Ivymira the Shockreaper (Madness) (0 def, 1 armour) Ivymira the Shockreaper (Madness) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Wil / +2 Cun / +2 Con Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Mindpower: +3 (+0 eff.) Light radius: +3 Curse of Madness A cap made of leather. |
Kindleransom (Shrouds) (0 def, 3 armour) Kindleransom (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Dex / +5 Mag / +6 Con Changes resistances: +3% fire Reduces incoming crit damage: 15.00% Light radius: +2 Curse of Shrouds A cap made of leather. |
insulating iron helm of strength (+3) (Nightmares) (0 def, 3 armour) insulating iron helm of strength (+3) (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% fire / +6% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bethabeth the dwarven-steel helm (Madness) (0 def, 4 armour) Bethabeth the dwarven-steel helm (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex / +3 Wil Changes resistances: +12% darkness Changes damage: +9% mind Mental save: +18 (+6 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.04 Maximum hate: +10.00 Infravision radius: +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. catburglar's dwarven-steel helm of the depths (Misfortune) (0 def, 4 armour)catburglar's dwarven-steel helm of the depths (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +12% darkness / +17% cold Allows you to breathe in: water Infravision radius: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Ulfadunabar' (dig speed 38 turns) iron pickaxe 'Ulfadunabar' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Mag / +2 Con Changes resistances: +10% nature / +12% fire Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Shiverwolf [power 115] (15 cooldown) Shiverwolf [power 115] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +10% cold Changes damage: +3% mind / +6% cold Mental save: +12 (+4 eff.) Mindpower: +20 (+5 eff.) Light radius: +2 It can be used to blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of psionic shield [power 25] (25 cooldown) soothing iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 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: * Heal for 34. Torques are made by powerful psionics to store psionic powers. |
Aeryta the Shadowsweep [power 123] (25 cooldown) Aeryta the Shadowsweep [power 123] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +3 Wil Changes damage: +18% darkness Mental save: +6 (+2 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +5% It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 86. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Bleakbringer' [power 290] (15 cooldown) yew totem of healing 'Bleakbringer' [power 290] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +20% darkness / +10% mind Changes damage: +27% arcane / +9% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Spellcrusher (Nightmares) (139% power, 4 apr) Spellcrusher (Nightmares) (139% power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+7 eff.) Curse of Nightmares This large steel greatmaul has thick vines wrapped around the handle. |
Achievements
By Karaa the Cornac Doomed level 18
66th Dusk 122nd year of Ascendancy at 16:06 see stats
By Karaa the Cornac Doomed level 30
25th Haze 122nd year of Ascendancy at 13:56 see stats
By Karaa the Cornac Doomed level 23
10th Haze 122nd year of Ascendancy at 12:28 see stats
By Karaa the Cornac Doomed level 26
15th Haze 122nd year of Ascendancy at 14:31 see stats
By Karaa the Cornac Doomed level 10
4th Flare 122nd year of Ascendancy at 10:13 see stats
By Karaa the Cornac Doomed level 20
1st Time of Equilibrium 122nd year of Ascendancy at 19:38 see stats
By Karaa the Cornac Doomed level 30
25th Haze 122nd year of Ascendancy at 03:41 see stats
By Karaa the Cornac Doomed level 26
14th Haze 122nd year of Ascendancy at 23:48 see stats
By Karaa the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 11:08 see stats
By Karaa the Cornac Doomed level 10
9th Flare 122nd year of Ascendancy at 06:05 see stats
By Karaa the Cornac Doomed level 23
4th Haze 122nd year of Ascendancy at 19:10 see stats
By Karaa the Cornac Doomed level 16
48th Dusk 122nd year of Ascendancy at 18:48 see stats
Log
Karaa HEALS from darkness damage!
Something hits Karaa for (36 gestured), (70 deflected), (35 resonance), 35 physical, (1 deflected), (1 resonance), 1 lightning, (3 deflected), (2 resonance), 2 darkness, 11 healing, (2 deflected), (2 resonance), 2 mind, (9 deflected), (5 resonance), 5 light, (36 gestured), (116 deflected), (58 resonance), 58 physical, (1 deflected), (1 resonance), 1 lightning, (3 deflected), (2 resonance), 2 darkness, 11 healing, (1 deflected), (5 resonance), 5 mind, (10 resonance), 10 light (120 total damage) [23 healing].
The air around Karaa grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Bleeding from Nerolaith the mean looking elven guard hits Karaa for (19 resonance), 19 physical (19 total damage).
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
You have deflected 18 incoming damage!
Your resonance field crumbles under the damage!
The psychic field around Karaa crumbles.
Bleeding from Nerolaith the mean looking elven guard hits Karaa for (18 deflected), (9 resonance), 11 physical (11 total damage).
Your summoned terror disappears.
Your summoned terror disappears.
You have deflected 17 incoming damage!
Bleeding from Nerolaith the mean looking elven guard hits Karaa for (17 deflected), 18 physical (18 total damage).
Your summoned terror disappears.
Your summoned terror disappears.
You have deflected 92 incoming damage!
Karaa harrows Nerolaith the mean looking elven guard!
Something hits Karaa for (92 deflected), 93 light (93 total damage).
You have deflected 39 incoming damage!
Karaa burns with light!
Spellcrusher (Nightmares) (139% power, 4 apr) returns to your bags!
Something hits Karaa for 96 light, 279 light (375 total damage).
Something hits Karaa for (39 deflected), 155 light (155 total damage).
Something hits Karaa for 279 light damage.
Karaa the level 31 cornac doomed was sun baked to death by Nerolaith the mean looking elven guard on level 4 of Dark crypt.
The air around Karaa grows cold and terrifying shapes begin to coalesce. A nightmare has begun.