Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Nekomata race 1.5.10Adds the Nekomata race. Nekomata are human/cat hybrids who have superhuman agility and strange and miraculous powers. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 37 / 8% |
Size | big |
Lifes / Deaths | Killed by Emuyara the degenerated skeleton archer at level 15 on the 77th Pyre 122nd year of Ascendancy at 14:28 0 / 9Killed by Velusetta the shadow stalker at level 20 on the 1st Mirth 122nd year of Ascendancy at 08:43 Killed by shadow claw at level 25 on the 1st Mirth 122nd year of Ascendancy at 15:38 Killed by shadow claw at level 25 on the 1st Mirth 122nd year of Ascendancy at 17:03 Killed by Emelogathra the shadow claw at level 25 on the 1st Mirth 122nd year of Ascendancy at 18:09 Killed by Emelakira the shadow stalker at level 25 on the 1st Mirth 122nd year of Ascendancy at 19:51 Killed by ogre guard at level 35 on the 3rd Flare 122nd year of Ascendancy at 06:16 Killed by Veliwyn the mean looking elven guard at level 36 on the 3rd Flare 122nd year of Ascendancy at 09:52 Killed by Velida the elven cultist at level 37 on the 3rd Flare 122nd year of Ascendancy at 10:15 |
Primary Stats
Strength | 100 (base 36) |
Dexterity | 39 (base 28) |
Constitution | 50 (base 43) |
Magic | 18 (base 10) |
Willpower | 53 (base 47) |
Cunning | 21 (base 10) |
Resources
Life | -1/1108 |
Mana | 581/627 |
Hate | 115/115 |
Healing Factor | 1.3727272727273 |
Regeneration | 70.956272727273 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 179 |
Accuracy | 48 |
Crit Chance | 19% |
APR | 22 |
Speed | 0.67 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Arcane | +26% |
Cold | +12% |
All | 0% |
Lightning | +12% |
Darkness | +13% |
Light | +10% |
Temporal | +6% |
Physical | +49% |
Mind | +6% |
Fire | +12% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +5% |
Acid | +20% |
Lightning | +20% |
Arcane | +15% |
Mind | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 42.723073231957 (93.924050632911%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 24 |
Mental Save | 42 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 7%( 70%) |
All | + 4%( 70%) |
Darkness | + 53%( 70%) |
Light | + 42%( 70%) |
Mind | + 36%( 70%) |
Physical | + 16%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Disarm Resistance | 20% |
Confusion Resistance | 50% |
Fear Resistance | 50% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 8 turns. While Heroism is active, you will only die when reaching -326 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 36/36 damage shrugged off this turn) Rampaging |
beneficial effect | A flow of life spins around the target, regenerating 49.24 life per turn. Regeneration |
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 21% of the way to your next Rank. You have killed: 11 Uniques 12 Bosses 0 Elite Bosses 2 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Zeryrak the Duskstun (Madness) (0 def, 1 armour) Zeryrak the Duskstun (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +5 Cun / +2 Con Changes resistances: +3% darkness / +15% acid Changes resistances penetration: +5% darkness / +5% acid Physical save: +13 (+3 eff.) Mental save: +12 (+4 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (110 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Radhedunavor the Sparkparry (Misfortune) (6 def, 1 armour) Radhedunavor the Sparkparry (Misfortune) (6 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +6 (+3 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Dex / +3 Cun Changes resistances penetration: +20% lightning Changes damage: +6% temporal Curse of Misfortune A cap made of leather. |
Tool | Darkschism [power 91] (15/10 cooldown) Darkschism [power 91] (15/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +5% arcane / +6% darkness Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +3% darkness / +3% arcane Talents granted: +3 Void Blast +1 Ward It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | psionicist's copper ring of darkness (+20%) psionicist's copper ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | hardened leather belt 'Wretchmoon' (Nightmares) hardened leather belt 'Wretchmoon' (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil / +5 Mag Changes resistances: +12% nature / +9% acid Changes resistances penetration: +15% acid / +10% nature Maximum life: +92.00 Maximum mana: +45.00 Maximum stamina: +39.00 Maximum hate: +15.00 Maximum psi: +23.00 Maximum vim: +25.00 Maximum pos.energy: +28.00 Maximum neg.energy: +31.00 Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +13 Curse of Nightmares It can be used to create a temporary shield that absorbs 224 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | Isomina (Madness) (51-76.5 power, 2 apr) Isomina (Madness) (51-76.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +12 arcane When wielded/worn: Armour penetration: +12 Physical crit. chance: +14.0% Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +5% arcane Critical mult.: +17.00% Curse of Madness Massive two-handed mauls. |
On hands | Scabstinger the iron gauntlets (Corpses) (0 def, 1 armour) Scabstinger the iron gauntlets (Corpses) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 blight Damage when hit (Melee): 4 nature Changes stats: +2 Con Changes resistances: +6% blight / +3% nature Changes damage: +4% blight / +6% nature Physical save: +13 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | iron plate armour 'Alondil' (Shrouds) (3 def, 7 armour) iron plate armour 'Alondil' (Shrouds) (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 10% chance to disease Changes stats: +5 Str Changes resistances: +6% blight / +12% physical / +11% darkness / +3% mind Changes resistances penetration: +15% mind Changes damage: +6% mind / +12% blight Physical save: +11 (+3 eff.) Life regen: +2.20 Stamina each turn: +0.70 Light radius: +1 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Ivathra' (Shrouds) (2 def, 6 armour) cashmere cloak 'Ivathra' (Shrouds) (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% blight / +3% cold / +5% arcane / +9% nature Changes resistances penetration: +10% arcane Changes damage: +11% arcane Critical mult.: +37.00% Stealth bonus: +7 Physical save: +14 (+4 eff.) Disease immunity: +15% Maximum life: +60.00 Maximum mana: +51.00 Spellpower: +8 (+4 eff.) Spell crit. chance: +3% 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. |
Around neck | starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (187 fire damage) heat beam rune of the duelist (187 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 187.26 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 10; power 36; dur 5) phase door rune of the psychic (range 10; power 36; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
mule's gold ring of perseverance mule's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +1.70 Rings can have magical properties. |
balanced iron dagger of dampening (Corpses) (10.5-13.65 power, 5 apr) balanced iron dagger of dampening (Corpses) (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes resistances: +6% acid / +6% fire / +7% cold / +7% lightning Spell save: +4 (+2 eff.) Disarm immunity: +16% Curse of Corpses Sharp, short and deadly. |
iron dagger of erosion (Nightmares) (10-13 power, 5 apr) iron dagger of erosion (Nightmares) (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature / +4 temporal Curse of Nightmares Sharp, short and deadly. |
iron dagger of massacre (Nightmares) (13.5-17.55 power, 5 apr) iron dagger of massacre (Nightmares) (13.5-17.55 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
Chalen the dwarven-steel greatmaul (Misfortune) (52-78 power, 2 apr) Chalen the dwarven-steel greatmaul (Misfortune) (52-78 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 79% chance to corrode armour by 30% Burst (radius 1) on hit: +8 blight / +4 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 blight Changes resistances penetration: +25% acid Life regen: +3.12 Curse of Misfortune Massive two-handed mauls. |
Glath the steel greatmaul (Nightmares) (29.5-44.25 power, 2 apr) Glath the steel greatmaul (Nightmares) (29.5-44.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +9 darkness Burst (radius 2) on crit: +14 fire Damage against: +14% Living When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Armour: +4 Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +13% fire / +12% physical Poison immunity: +20% Cut immunity: +10% Global speed: +3% Curse of Nightmares Massive two-handed mauls. |
Layywe the dwarven-steel greatsword (Madness) (38-60.8 power, 2 apr) Layywe the dwarven-steel greatsword (Madness) (38-60.8 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 34% chance to cause random gloom * 40% chance to corrode armour by 30% * 20% chance to torment the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +20 mind When wielded/worn: Armour penetration: +13 Changes stats: +5 Cun / +6 Wil Changes resistances: +9% acid Changes resistances penetration: +14% physical / +13% mind / +10% darkness Changes damage: +14% physical Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Massive two-handed swords. |
Islaralaith the elm longbow (Shrouds) Islaralaith the elm longbow (Shrouds)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +14 lightning Burst (radius 1) on hit: +6 mind When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Changes damage: +17% lightning Grants telepathy: Humanoid/Orc Maximum hate: +2.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
mighty elm longbow (Madness) mighty elm longbow (Madness)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +2 Str Curse of Madness Longbows are used to shoot arrows at your foes. |
yew longbow of true flight (Misfortune) yew longbow of true flight (Misfortune)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
dwarven-steel mace 'Gorostir' (Misfortune) (25.5-35.7 power, 4 apr) dwarven-steel mace 'Gorostir' (Misfortune) (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +57 insidious poison When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% acid / +3% temporal / +3% darkness / +6% blight / +5% arcane Changes damage: +9% temporal Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life Curse of Misfortune Blunt and deadly. |
iron mace 'Duskcrypt' (Misfortune) (13.5-18.9 power, 2 apr) iron mace 'Duskcrypt' (Misfortune) (13.5-18.9 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 light / +9 cold Damage against: +8% Undead When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 16 lightning Changes resistances: +6% darkness Changes damage: +3% lightning Disarm immunity: +25% Curse of Misfortune Blunt and deadly. |
Anolin the Morbusgasher (Shrouds) (7.5-8.25 power, 24 apr, nature damage) Anolin the Morbusgasher (Shrouds) (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +2 (+0 eff.) Armour: +8 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 14 ice Changes stats: +2 Dex Changes resistances: +14% cold / +7% mind / +2% physical Changes resistances penetration: +14% cold / +7% mind / +10% arcane Changes damage: +9% blight / +14% cold / +5% mind / +9% nature Physical save: +20 (+5 eff.) Psi when hit: +1.40 Only die when reaching: -20.00 life Mindpower: +21 (+10 eff.) Mental crit. chance: +7% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +27 Damage Resonance (when hit): +14% 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. |
Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 272.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of venom (Shrouds) (2.5-2.75 power, 12 apr, nature damage) mossy mindstar of venom (Shrouds) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 acid Changes resistances: +5% acid Changes resistances penetration: +4% acid Changes damage: +6% acid Life regen: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. pulsing mindstar (Madness) (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar (Madness) (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
Beluruivor the rough leather sling (Corpses) Beluruivor the rough leather sling (Corpses)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to disease Damage (Ranged): +6 fire When wielded/worn: Ammo reloads per turn: +2 Changes stats: +2 Mag / +1 Wil Changes resistances: +3% blight Changes resistances penetration: +6% physical / +6% temporal Changes damage: +6% temporal / +10% fire / +6% physical Talent mastery: +0.20 Chronomancy / Bow Threading Psi when hit: +0.08 Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of might (Nightmares) (25-30 power, 5 apr, light element)elven-wood starstaff of might (Nightmares) (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +14% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
acidic iron waraxe of massacre (Misfortune) (18-25.2 power, 2 apr) acidic iron waraxe of massacre (Misfortune) (18-25.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Curse of Misfortune One-handed war axes. |
arcing iron waraxe of paradox (Madness) (12.5-17.5 power, 2 apr) arcing iron waraxe of paradox (Madness) (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Curse of Madness One-handed war axes. |
flaming iron waraxe of massacre (Madness) (17-23.8 power, 2 apr) flaming iron waraxe of massacre (Madness) (17-23.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Madness One-handed war axes. |
steel waraxe 'Gleamvice' (Misfortune) (12-16.8 power, 3 apr) steel waraxe 'Gleamvice' (Misfortune) (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Burst (radius 2) on crit: +4 temporal When wielded/worn: Changes resistances: +3% light / +3% temporal Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe (Madness) (33.5-46.9 power, 5 apr)stralite waraxe (Madness) (33.5-46.9 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Curse of Madness One-handed war axes. |
Chalyyagas the rough leather belt (Shrouds) Chalyyagas the rough leather belt (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +2 Wil Changes damage: +3% blight / +3% arcane Stealth bonus: +6 Physical save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+4 eff.) Mindpower: +3 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
Arcimmortal the cashmere cloak (Shrouds) (19 def, 6 armour) Arcimmortal the cashmere cloak (Shrouds) (19 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Armour: +6 Defense: +19 (+9 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +15% arcane Changes damage: +3% blight Physical save: +19 (+5 eff.) Spell save: +22 (+11 eff.) Mental save: +16 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
Mardostir the Torchscar (Corpses) (7 def, 0 armour) Mardostir the Torchscar (Corpses) (7 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +7 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 8 mind / 8 fire Changes stats: +3 Wil / +3 Mag Changes resistances: +9% mind / +9% fire Changes resistances penetration: +15% fire Changes damage: +6% mind Physical save: +7 (+2 eff.) Maximum life: +48.00 Maximum stamina: +12.00 Spell crit. chance: +5% 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. |
Eremygotir the pair of dwarven-steel boots (Corpses) (0 def, 4 armour) Eremygotir the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +1 Mag Changes resistances: +8% cold / +8% fire Spell save: +20 (+10 eff.) Mental save: +26 (+8 eff.) Stamina each turn: +1.00 Vim when firing critical spell: +4.00 Maximum life: +41.00 Maximum stamina: +20.00 Maximum psi: +20.00 Spell crit. chance: +1% Mindpower: +2 (+1 eff.) Movement speed: +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of tirelessness (Corpses) (0 def, 4 armour) wanderer's pair of dwarven-steel boots of tirelessness (Corpses) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +13 (+3 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mofast (Shrouds) (2 def, 0 armour) Mofast (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +5 Wil / +4 Con Changes resistances: +19% darkness Changes resistances penetration: +10% blight / +15% arcane Changes damage: +10% arcane / +13% darkness Spell save: +9 (+4 eff.) Mana when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
iron helm of dexterity (+2) (Corpses) (0 def, 3 armour) iron helm of dexterity (+2) (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Dagusin' (Nightmares) (10 def, 0 armour) linen wizard hat 'Dagusin' (Nightmares) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +7% lightning / +3% physical / +6% darkness / +18% fire / +6% temporal / +6% acid Changes damage: +12% fire Cut immunity: +5% Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap (Corpses) (0 def, 3 armour)prismatic hardened leather cap (Corpses) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% light / +12% darkness Curse of Corpses A cap made of leather. |
Lightstriker (Corpses) (5 def, 19 armour) Lightstriker (Corpses) (5 def, 19 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +17% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 light Changes stats: +4 Str / +4 Con Changes resistances: +33% acid / +11% physical / +12% light / +32% fire / +10% cold / +10% lightning Changes damage: +6% light / +3% blight Talent cooldown: Rush (-5 turns) Physical save: +10 (+3 eff.) Disarm immunity: +21% Stun/Freeze immunity: +32% Knockback immunity: +29% Light radius: +3 Curse of Corpses A suit of armour made of metal plates. |
blazing quiver of elm arrows (17/17, 13-18.2 power, 5 apr) blazing quiver of elm arrows (17/17, 13-18.2 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Damage (Ranged): +12 fire Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
65 alchemist agate 65 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 32 turns) dwarven-steel pickaxe of endurance (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+10 eff.) Changes damage: +6% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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), costing 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. |
Baleregodig (16/16, 16-19.2 power, 1 apr) Baleregodig (16/16, 16-19.2 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 40% chance to corrode armour by 30% * 10% chance to knock the target back Damage (Ranged): +11 cold / +18 physical Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +12 acid / +6 cold Shots are used with slings to pummel your foes to death. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
iron torque of thermal psionic shield 'Ulyndil' [power 25] (15/20 cooldown) iron torque of thermal psionic shield 'Ulyndil' [power 25] (15/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +1 physical / +2 mind / +2 darkness Changes resistances penetration: +25% arcane Changes damage: +6% arcane / +6% mind Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Umi the Cornac Cursed level 34
3rd Flare 122nd year of Ascendancy at 05:51 see stats
By Umi the Cornac Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Umi the Cornac Cursed level 20
1st Mirth 122nd year of Ascendancy at 06:18 see stats
By Umi the Cornac Cursed level 30
1st Mirth 122nd year of Ascendancy at 23:59 see stats
By Umi the Cornac Cursed level 25
1st Mirth 122nd year of Ascendancy at 19:48 see stats
By Umi the Cornac Cursed level 13
75th Pyre 122nd year of Ascendancy at 13:16 see stats
By Umi the Cornac Cursed level 36
3rd Flare 122nd year of Ascendancy at 09:53 see stats
Log
Ogre pounder starts regenerating health quickly.
Emeliraba the elven blood mage hits Umi for 111 acid damage.
Velida the elven cultist's Eyal's Wrath drains magical energy!
Velida the elven cultist's Eyal's Wrath hits Umi for 27 nature damage.
Umi has shrugged off 36 damage and is ready for more.
Umi speeds up.
Umi receives 18 healing from Unnatural Body.
Emeliraba the elven blood mage slows down.
Umi hits Emeliraba the elven blood mage for 54 fire, 54 cold, 56 lightning, 71 arcane, 3 fire, 3 cold, 3 lightning, 4 arcane, 3 fire, 3 cold, 3 lightning, 4 arcane, 1 fire, 1 cold, 1 lightning, 2 arcane (266 total damage).
Velida the elven cultist uses Acidbeam.
Umi shrugs off the effect 'Disarmed'!
Veliwyn the mean looking elven guard casts Fire Storm.
Velida the elven cultist hits Umi for 153 acid damage.
Emeliraba the elven blood mage uses Assault.
Emeliraba the elven blood mage performs a melee critical strike against Umi!
Emeliraba the elven blood mage is filled with the Sun's fury!
Emeliraba the elven blood mage performs a melee critical strike against Umi!
You fight through the pain! (+7 hate)
Emeliraba the elven blood mage performs a melee critical strike against Umi!
Your hatred grows even as your life fades! (+11 hate)
Umi hits Emeliraba the elven blood mage for 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (71 total damage).
Emeliraba the elven blood mage hits Umi for 55 physical, 46 light, 268 physical, 26 light, 281 physical, 26 light (701 total damage).
Umi uses Blindside.
Umi uses Infusion: Regeneration.
Umi starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Your hatred grows even as your life fades! (+4 hate)
Saving game...