Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 23 / 17% |
Size | big |
Lifes / Deaths | Killed by skeleton magus at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:56 0 / 6Killed by skeleton warrior at level 8 on the 79th Pyre 122nd year of Ascendancy at 22:55 Killed by Ben Cruthdar, the Abomination at level 14 on the 9th Flare 122nd year of Ascendancy at 21:21 Killed by Ivorevea the dredgling's temporal clone at level 15 on the 10th Flare 122nd year of Ascendancy at 12:29 Killed by worm that walks at level 22 on the 59th Dusk 122nd year of Ascendancy at 07:32 Killed by Cehanno the human at level 23 on the 62nd Dusk 122nd year of Ascendancy at 23:37 |
Primary Stats
Strength | 55 (base 47) |
Dexterity | 27 (base 10) |
Constitution | 18 (base 10) |
Magic | 11 (base 10) |
Willpower | 64 (base 51) |
Cunning | 28 (base 10) |
Resources
Life | -203/494 |
Hate | 100/100 |
Stamina | 294/301 |
Psi | 153/154 |
Healing Factor | 1.2711363549267 |
Regeneration | 4.7667613309753 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 88 |
Accuracy | 42 |
Crit Chance | 23% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Acid | +12% |
Light | +15% |
Cold | +31% |
Blight | +9% |
Mind | +23% |
Fire | +31% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Nature | +15% |
Fire | +40% |
Blight | +25% |
Arcane | +15% |
Cold | +36% |
All | 0% |
Defense: Base
Armour (hardiness) | 29.883307766991 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 25 |
Physical Save | 27 |
Spell Save | 27 |
Mental Save | 29 |
Defense: Resistances
Acid | + 13%( 70%) |
Mind | + 16%( 70%) |
All | 0%( 70%) |
Darkness | + 33%( 70%) |
Light | + 28%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 8%( 70%) |
Fire | + 43%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Disarm Resistance | 20% |
Bleed Resistance | 40% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (4/4)
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 289 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 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 668% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 5 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 868 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 406.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
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 |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you gained talent category Corruption / Vile life (at mastery 0.90). | done |
You successfully escorted the lost soldier to the recall portal on level 4 of Old Forest. Escort: lost soldier (level 4 of Old Forest)As a reward you improved talent Shield Wall (+2 level(s)). | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 1 of Ruins of Kor'Pul. Escort: stranded daemon-powered (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Ruins of Kor'Pul. Escort: unfocused psion (level 2 of Ruins of Kor'Pul)As a reward you improved talent Kinetic Shield (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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's current energy level is: 2. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. | 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 |
Equipment
Psionic focus | elemental dwarven-steel greatmaul of projection (Shrouds) (153% power, 2 apr) elemental dwarven-steel greatmaul of projection (Shrouds) (153% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% 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) * Create an explosion dealing 15 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +21% cold Changes damage: +16% cold Curse of Shrouds Massive two-handed mauls. |
On hands | Furnaceslicer (Misfortune) (0 def, 2 armour) Furnaceslicer (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 mind Damage when hit (Melee): 4 fire Changes resistances: +7% mind / +6% fire Changes resistances penetration: +25% fire Changes damage: +5% mind / +15% cold When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +8 mind Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Ravensweep RavensweepCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% darkness Changes damage: +12% mind Critical mult.: +10.00% Mindpower: +10 (+3 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Breezekarma' (Nightmares) (22 def, 0 armour) cashmere wizard hat 'Breezekarma' (Nightmares) (22 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +22 (+11 eff.) Changes stats: +1 Dex Changes resistances penetration: +15% nature Changes damage: +12% acid Physical save: +9 (+4 eff.) Equilibrium when hit: +1.50 Psi when hit: +0.90 Hate when hit: +1.50 Curse of Nightmares A pointy cloth hat, very wizardly... |
On feet | Blazecutter the pair of iron boots (Misfortune) (0 def, 3 armour) Blazecutter the pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +15% cold Changes damage: +3% light Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | supercharged yew totem of healing [power 362] (24/19 cooldown) supercharged yew totem of healing [power 362] (24/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Xynor' (Madness) steel ring 'Xynor' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +9% mind / +3% lightning Disease immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +10% Healing mod.: +10% Rings make your fingers look great! |
On fingers | Tuludurig (Nightmares) Tuludurig (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str / +4 Wil / +2 Cun / +5 Con Changes resistances: +3% acid / +22% fire Changes resistances penetration: +15% arcane Changes damage: +11% fire Rings make your fingers look great! |
Around neck | starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% light / +11% darkness Blindness immunity: +29% Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Everpyre Blade (Madness) (147% power, 10 apr) Everpyre Blade (Madness) (147% power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Madness This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Around waist | hardened leather belt 'Murkqueller' (Nightmares) hardened leather belt 'Murkqueller' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances penetration: +15% darkness / +25% blight Changes damage: +9% blight / +6% mind / +6% darkness Spell save: +8 (+4 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
In off hand | corrosive dwarven-steel shield of the stars (Nightmares) (0 def, 6 armour, 139% power, 80.5 block) corrosive dwarven-steel shield of the stars (Nightmares) (0 def, 6 armour, 139% power, 80.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 acid / +14 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 16% Changes stats: +1 Mag / +3 Cun / +3 Con Changes resistances: +10% acid / +12% light / +13% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | linen cloak 'Uluregorig' (Nightmares) (1 def, 0 armour) linen cloak 'Uluregorig' (Nightmares) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex / +4 Wil Critical mult.: +10.00% Mental save: +6 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating dwarven-steel mail armour of resilience (Madness) (3 def, 8 armour) rejuvenating dwarven-steel mail armour of resilience (Madness) (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +3.50 Stamina each turn: +0.80 Maximum life: +29.00 Curse of Madness A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 247; 12 cd) regeneration infusion of the warrior (heal 247; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of light (+24%) (Corpses) copper ring of light (+24%) (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%) (Misfortune) psionicist's copper ring of lightning (+22%) (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of tenacity (Shrouds) psionicist's copper ring of tenacity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
warrior's steel ring of clarity (Corpses) warrior's steel ring of clarity (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
warrior's steel ring of nature (+20%) (Misfortune) warrior's steel ring of nature (+20%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
truestriking steel battleaxe of rage (Nightmares) (124% power, 2 apr) truestriking steel battleaxe of rage (Nightmares) (124% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +10 Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +9% physical Curse of Nightmares Massive two-handed battleaxes. |
Unerring Scalpel (Shrouds) (111% power, 25 apr) Unerring Scalpel (Shrouds) (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing iron dagger of paradox (Shrouds) (100% power, 5 apr) arcing iron dagger of paradox (Shrouds) (100% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +5% temporal Curse of Shrouds Sharp, short and deadly. |
Bill's Tree Trunk (Nightmares) (136% power, 7 apr) Bill's Tree Trunk (Nightmares) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Nightmares It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing iron greatsword of projection (Madness) (111% power, 1 apr) arcing iron greatsword of projection (Madness) (111% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Madness Massive two-handed swords. |
mighty yew longbow of piercing (Misfortune) mighty yew longbow of piercing (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 chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +8 Physical power: +12 (+4 eff.) Changes stats: +2 Str Changes resistances penetration: +11% all Curse of Misfortune Longbows are used to shoot arrows at your foes. |
elemental steel longsword of shearing (Nightmares) (109% power, 3 apr) elemental steel longsword of shearing (Nightmares) (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +9% cold / +5% all Changes damage: +9% cold Curse of Nightmares Sharp, long, and deadly. |
Eclipse (Nightmares) (117% power, 4 apr, darkness element) Eclipse (Nightmares) (117% power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+10 eff.) Spell crit. chance: +8% Curse of Nightmares This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
magewarrior's short yew vilestaff of illumination (Nightmares) (120% power, 4 apr, darkness element) magewarrior's short yew vilestaff of illumination (Nightmares) (120% power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Defense: +10 (+5 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +15 (+12 eff.) Spell crit. chance: +5% Light radius: +2 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 57.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elemental steel waraxe of evisceration (Corpses) (111% power, 3 apr) elemental steel waraxe of evisceration (Corpses) (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Changes resistances penetration: +5% cold Changes damage: +9% cold Curse of Corpses One-handed war axes. |
Blazespire the rough leather belt (Corpses) Blazespire the rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +7% fire / +9% light / +5% cold Confusion immunity: +10% Maximum life: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses A belt that goes around your waist. |
Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
Greenwell the rough leather belt (Shrouds) Greenwell the rough leather belt (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Changes resistances penetration: +5% acid / +15% mind / +5% nature Changes damage: +3% mind Maximum life: +32.00 Curse of Shrouds A belt that goes around your waist. |
hardened leather belt 'Healbender' (Misfortune) hardened leather belt 'Healbender' (Misfortune)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% blight / +12% cold / +5% arcane Changes resistances penetration: +10% nature Changes damage: +3% nature Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) Knockback immunity: +10% Mindpower: +8 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
rough leather belt 'Tempestspawner' (Madness) rough leather belt 'Tempestspawner' (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight / +5% arcane Changes resistances penetration: +5% arcane / +5% lightning Damage against: +15% Summoned Reduced damage from: +16% Summoned Curse of Madness A belt that goes around your waist. |
linen cloak 'Dazzlevengeance' (Corpses) (1 def, 0 armour) linen cloak 'Dazzlevengeance' (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% light Critical mult.: +5.00% Mana when firing critical spell: +1.00 Spell crit. chance: +6% 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. |
resilient linen cloak (Madness) (1 def, 0 armour) resilient linen cloak (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +30.00 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. |
Gunuyon the Taintfurnace (Corpses) (0 def, 4 armour) Gunuyon the Taintfurnace (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +1% physical / +5% cold / +7% fire Changes resistances penetration: +10% nature Changes damage: +15% light Stamina each turn: +3.00 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. |
Yaristir the Viperstreak (Shrouds) (0 def, 3 armour) Yaristir the Viperstreak (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% light Changes resistances penetration: +25% acid Changes damage: +3% nature Life regen: +1.00 Light radius: +2 Healing mod.: +11% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Muckbone' (Nightmares) (0 def, 3 armour) pair of hardened leather boots 'Muckbone' (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 16% Damage when hit (Melee): 10 nature Changes resistances: +9% acid / +3% nature / +12% lightning Stamina each turn: +0.60 Maximum stamina: +12.00 Curse of Nightmares A pair of boots made of leather. |
psychic's iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour) psychic's iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 mind Changes stats: +2 Dex Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +5 mind Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Balodas (Shrouds) (0 def, 3 armour) Balodas (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +5% temporal Changes damage: +9% blight Infravision radius: +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravensweep the hardened leather cap (Shrouds) (0 def, 3 armour) Ravensweep the hardened leather cap (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +9 Con Changes resistances penetration: +20% darkness / +20% light Curse of Shrouds A cap made of leather. |
augmenting cashmere wizard hat of knowledge (Corpses) (2 def, 0 armour) augmenting cashmere wizard hat of knowledge (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes damage: +3% acid / +4% lightning / +6% fire / +5% arcane / +6% cold Mindpower: +5 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
hardened leather cap 'Lavaquill' (Madness) (0 def, 3 armour) hardened leather cap 'Lavaquill' (Madness) (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: +7 Str Changes resistances: +12% cold / +18% fire Changes damage: +9% fire / +9% cold Curse of Madness A cap made of leather. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Polovea (dig speed 30 turns) Polovea (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% cold / +1% physical / +18% nature / +5% arcane Changes damage: +6% nature Physical save: +9 (+4 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethinne the Bilevile Bethinne the BilevileInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +4 Str / +1 Dex Changes resistances penetration: +10% physical Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
5 garnet 5 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. |
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. |
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. |
elm totem of healing [power 128] (24/15 cooldown) elm totem of healing [power 128] (24/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Achievements
By fuckyour'radish the Cornac Cursed level 18
1st Dusk 122nd year of Ascendancy at 23:03 see stats
By fuckyour'radish the Cornac Cursed level 20
56th Dusk 122nd year of Ascendancy at 22:44 see stats
By fuckyour'radish the Cornac Cursed level 23
59th Dusk 122nd year of Ascendancy at 21:25 see stats
By fuckyour'radish the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 10:42 see stats
By fuckyour'radish the Cornac Cursed level 20
20th Dusk 122nd year of Ascendancy at 10:39 see stats
By fuckyour'radish the Cornac Cursed level 20
39th Dusk 122nd year of Ascendancy at 11:21 see stats
By fuckyour'radish the Cornac Cursed level 14
9th Flare 122nd year of Ascendancy at 08:45 see stats
By fuckyour'radish the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 10:37 see stats
By fuckyour'radish the Cornac Cursed level 20
25th Dusk 122nd year of Ascendancy at 00:22 see stats
By fuckyour'radish the Cornac Cursed level 18
19th Dusk 122nd year of Ascendancy at 02:51 see stats
Log
Fuckyour'radish is free from the nightmare.
The air around Fuckyour'radish grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Cehanno the human's manaburn arcane area effect hits fuckyour'radish for 0 arcane damage.
Cehanno the human's manaburn arcane area effect hits Cehanno the human for 0 arcane damage.
Cehanno the human's manaburn arcane area effect hits Terror for 0 arcane damage.
Cehanno the human's manaburn arcane area effect hits Terror for 0 arcane damage.
Cehanno the human's manaburn arcane area effect hits Terror for 0 arcane damage.
Fuckyour'radish's nightmare area effect hits Cehanno the human for 83 mind, (54 antimagic), 15 darkness (98 total damage).
Fuckyour'radish uses Block.
You feel your rampage slowing down. (-1 duration)
Cehanno the human's Beyond the Flesh performs a melee critical strike against Terror!
Fuckyour'radish has shrugged off 26 damage and is ready for more.
Fuckyour'radish harrows Cehanno the human!
Fuckyour'radish wanders around!
Fuckyour'radish succumbs to the nightmare!
Your summoned terror disappears.
Mindrot hits Cehanno the human for 8 mind, (6 antimagic), 0 darkness (8 total damage).
Curse of Nightmares hits Cehanno the human for 58 mind, (48 antimagic), 0 darkness (58 total damage).
Waking Nightmare from Bormatnd the krog hits fuckyour'radish for (20 blocked), 0 darkness (0 total damage).
Cehanno the human's Beyond the Flesh hits Terror for 236 physical damage.
fuckyour'radish receives 19 healing from Unnatural Body.
Cehanno the human uses Brain Storm.
Cehanno the human's mind surges with critical power!
Fuckyour'radish resists the mind attack!
Cehanno the human's Beyond the Flesh killed Terror!
Cehanno the human hits Terror for 303 lightning damage.
Cehanno the human hits fuckyour'radish for (120 blocked), (26 rampage shugs off), 175 lightning (175 total damage).
Cehanno the human hits Terror for 347 lightning damage.
fuckyour'radish the level 23 cornac cursed was zapped to death by Cehanno the human on level 1 of Ambush!.