Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Wanderer |
Level / Exp | 37 / 60% |
Size | medium |
Lifes / Deaths | Killed by Emelanne the banshee at level 14 on the 54th Dusk 122nd year of Ascendancy at 18:21 2 / 5Killed by Poridalle the banshee at level 15 on the 6th Haze 122nd year of Ascendancy at 06:27 Killed by Xutha the Guard at level 18 on the 78th Haze 122nd year of Ascendancy at 06:19 Killed by Poladavea the armoured skeleton warrior at level 19 on the 5th Allure 123rd year of Ascendancy at 00:55 Killed by Adyth the lesser vampire at level 23 on the 2nd Mirth 123rd year of Ascendancy at 01:08 |
Primary Stats
Strength | 86.817091048378 (base 53) |
Dexterity | 89.634182096757 (base 28) |
Constitution | 75 (base 27) |
Magic | 69.817091048378 (base 33) |
Willpower | 103.63418209676 (base 30) |
Cunning | 92.634182096757 (base 12) |
Resources
Mana | 664/664 |
Equilibrium | 34 |
Vim | 214/214 |
Life | 1214/1214 |
Stamina | 366/377 |
Paradox | 569 |
Healing Factor | 1.199557823378 |
Regeneration | 9.3112225606462 |
Speed
Mental | -0.29239652382997% |
Attack | +9.70760347617% |
Movement | +10% |
Spell | 0% |
Global | +93.474356907808% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 61.441015695828 |
See Invisible | 61.441015695828 |
Offense: Mainhand
Damage | 166 |
Accuracy | 80 |
Crit Chance | 57% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 41% |
Speed | 0.9115138498283 |
Offense: Damage Bonus
Acid | +10% |
Blight | +10% |
Physical | +10% |
Cold | +10% |
All | +2% |
Darkness | +28% |
Light | +17% |
Lightning | +10% |
Fire | +45% |
Nature | +34% |
Offense: Damage Penetration
Acid | +11% |
Blight | +11% |
Physical | +11% |
Cold | +11% |
Lightning | +11% |
Temporal | +15% |
Darkness | +31% |
Mind | +5% |
Fire | +11% |
Nature | +11% |
Defense: Base
Armour (hardiness) | 30 (45%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 7 |
Physical Save | 59 |
Spell Save | 45 |
Mental Save | 49 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 40%( 70%) |
Physical | + 33%( 75%) |
Cold | + 9%( 70%) |
All | + 9%( 70%) |
Lightning | + 9%( 70%) |
Light | + 20%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 41%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 27% |
Fear Resistance | 35% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Silence Resistance | 40% |
Disarm Resistance | 49% |
Stun Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 673 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 184 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse 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 636 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Berserker's strength | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Trapping | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
talent | Infestation |
talent | Chant of Fortress |
talent | Weapon Folding |
talent | Pace Yourself |
talent | Precise Strikes |
talent | Phantasmal Shield |
talent | Elemental Harmony |
talent | Shielding |
talent | Arcane Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.8)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +8% critical damage, +11% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.8)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 51 mind and 64 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 73 Mind damage, and deal 92 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+43% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by snow giant. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Nah'li. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | 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. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 141. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (Nightmares) (4 def, 0 armour) Wanderer's Rest (Nightmares) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 149, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 352.04 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Crown of Burning Pain (Madness) (13 def, 0 armour) Crown of Burning Pain (Madness) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Madness It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 3.5 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 102.16 fire and 77.42 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | Yvytira the ash totem of healing [power 176] (15 cooldown) Yvytira the ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Wil / +12 Con It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun Lifebinding Emerald ring (Nightmares) voratun Lifebinding Emerald ring (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +10 Dex / +8 Mag / +8 Wil / +8 Cun / +15 Con Changes resistances: +13% blight / +6% temporal / +18% darkness Changes resistances penetration: +15% temporal Changes damage: +3% darkness Damage affinity(heal): +15% nature Silence immunity: +40% Stun/Freeze immunity: +30% Life regen: +2.00 Mana each turn: +0.40 Spellpower: +15 (+5 eff.) Healing mod.: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Curse of Nightmares Rings make your fingers look great! |
On fingers | stralite ruby ring (Corpses) stralite ruby ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil / +11 Cun / +4 Con Mindpower: +9 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Around waist | noble's rough leather belt of burglary (Misfortune) noble's rough leather belt of burglary (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +8 Cun / +6 Lck Damage against: +15% Summoned Reduced damage from: +21% Summoned Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. |
In main hand | Fogworth of the Blightspawn (Nightmares) (67-100 power, 3 apr) Fogworth of the Blightspawn (Nightmares) (67-100 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 36 Damage (Melee): +19 mind When wielded/worn: Changes stats: +7 Str / +12 Dex / +10 Mag / +26 Wil / +16 Cun / +1 Con Changes resistances: +3% light / +3% blight Critical mult.: +15.00% Psi when hit: +0.04 Maximum hate: +2.00 Curse of Nightmares Massive two-handed mauls. |
On hands | Kurek the Willowmoon (Nightmares) (0 def, 3 armour) Kurek the Willowmoon (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Dex / +5 Mag / +5 Cun / +5 Con Changes resistances: +9% light / +9% darkness / +6% nature Changes resistances penetration: +5% mind Changes damage: +12% nature Physical save: +27 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +49% Psi when hit: +0.12 Mental crit. chance: +5% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | duelist's reinforced leather armour of the hero (Misfortune) (18 def, 13 armour) duelist's reinforced leather armour of the hero (Misfortune) (18 def, 13 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +18 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +15 Dex / +5 Mag / +7 Wil / +11 Cun Maximum life: +50.00 Curse of Misfortune A suit of armour made of leather. |
Cloak | Emikira (Misfortune) (23 def, 0 armour) Emikira (Misfortune) (23 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +15% nature Physical save: +11 (+3 eff.) Spell save: +9 (+3 eff.) Poison immunity: +20% Only die when reaching: -60.00 life Maximum life: +168.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Nightimmortal the stralite amulet (Misfortune) Nightimmortal the stralite amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +3 Dex / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Talent mastery: +0.30 Technique / Combat training Curse of Misfortune Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (res 20%; mental; dur 2; cd 11)wild infusion (res 20%; mental; dur 2; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 4; phase 14; cd 16)blink rune (range 4; phase 14; cd 16) 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: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Nimbushunter the copper amulet Nimbushunter the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% acid / +9% temporal / +12% lightning Changes resistances penetration: +15% acid Changes damage: +6% lightning Life regen: +2.00 Amulets make your neck look great! |
Woemoon the steel amulet Woemoon the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 darkness Changes resistances: +12% light Changes resistances penetration: +10% darkness / +10% mind Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 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 449 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Delebers the Deepsrune (Nightmares) Delebers the Deepsrune (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to reduce armor by 34% * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 10 darkness Changes stats: +9 Str Changes resistances: +18% acid Changes resistances penetration: +15% acid / +25% cold Changes damage: +15% darkness Curse of Nightmares Rings make your fingers look great! |
Jetmalice (Nightmares) Jetmalice (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +6 Wil / +7 Con Changes damage: +15% darkness Spell save: +18 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
Scaldriver (Shrouds) Scaldriver (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 fire Changes resistances: +12% acid / +12% mind Changes resistances penetration: +25% mind / +25% fire Changes damage: +15% mind Maximum encumbrance: +36 Curse of Shrouds Rings make your fingers look great! |
gold onyx ring (Madness) gold onyx ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Purewind' (Shrouds) gold ring 'Purewind' (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +15% nature / +6% cold / +15% mind / +15% darkness Changes resistances penetration: +10% nature Changes damage: +21% darkness / +15% mind / +9% nature Curse of Shrouds Rings make your fingers look great! |
gold ring 'Silyth' (Madness) gold ring 'Silyth' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +12 Mag / +2 Wil / +6 Cun / +3 Con Spellpower: +10 (+3 eff.) Curse of Madness Rings make your fingers look great! |
gold ring of arcana (+0.17/turn) (Nightmares) gold ring of arcana (+0.17/turn) (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +27% Mana each turn: +0.17 Curse of Nightmares Rings make your fingers look great! |
mule's gold ring of clarity (Corpses) mule's gold ring of clarity (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Mental save: +7 (+2 eff.) Confusion immunity: +29% Curse of Corpses Rings make your fingers look great! |
solipsist's stralite ring of arcana (+0.14/turn) (Misfortune) solipsist's stralite ring of arcana (+0.14/turn) (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Silence immunity: +22% Mana each turn: +0.14 Mindpower: +9 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
stralite amber ring stralite amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +4.0% Defense: +9 (+2 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 36% for 5 turns. Rings make your fingers look great! |
stralite ring (Shrouds) stralite ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Shrouds Rings make your fingers look great! |
stralite ring of power (Nightmares) stralite ring of power (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Spellpower: +10 (+3 eff.) Mindpower: +9 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Mardydoruikan the stralite dagger (Corpses) (40-53 power, 9 apr) Mardydoruikan the stralite dagger (Corpses) (40-53 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 40.5 - 52.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Changes stats: +3 Dex Changes resistances: +3% mind Changes resistances penetration: +5% physical Reduces incoming crit damage: 10.00% Combat speed: +10% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Morningvile the steel dagger (Corpses) (10-13 power, 6 apr)Morningvile the steel dagger (Corpses) (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 blight / +9 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes resistances penetration: +15% light Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +3 Curse of Corpses Sharp, short and deadly. |
Porulrawyn the dwarven-steel greatmaul (Shrouds) (47-70 power, 2 apr) Porulrawyn the dwarven-steel greatmaul (Shrouds) (47-70 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 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 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +3 Changes stats: +2 Str Only die when reaching: -20.00 life Maximum stamina: +20.00 Curse of Shrouds Massive two-handed mauls. |
Serpent's Glare (Nightmares) (7-8 power, 15 apr, nature damage) Serpent's Glare (Nightmares) (7-8 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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +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 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 3.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 343.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. Woewalker (Misfortune) (5-6 power, 18 apr, mind damage)Woewalker (Misfortune) (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 29% Damage (Melee): +20 darkness Damage (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +2 Cun / +2 Con Changes resistances penetration: +10% light Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +3.00 Psi per kill: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to inflict 96.70 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's pulsing mindstar of storms (Misfortune) (12-14 power, 32 apr, mind damage) protector's pulsing mindstar of storms (Misfortune) (12-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +7% lightning / +5% all Changes resistances penetration: +7% lightning Changes damage: +11% lightning Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emeluwe (Corpses) (39-55 power, 5 apr) Emeluwe (Corpses) (39-55 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% 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) Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 blight Damage (radius 2) on crit: +17 lightning / +21 cold When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% blight Changes resistances penetration: +9% lightning / +10% cold Spellpower: +10 (+3 eff.) Movement speed: +37% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses One-handed war axes. |
ancient Robe of the Worm of power (Corpses) (0 def, 0 armour) ancient Robe of the Worm of power (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +7% all Changes resistances penetration: +6% temporal / +7% physical Changes damage: +9% temporal / +6% physical / +7% all Spellpower: +11 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's Robe of the Worm of darkness (+16%) (Corpses) (0 def, 0 armour) stargazer's Robe of the Worm of darkness (+16%) (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +16% darkness / +7% all Changes damage: +7% light / +19% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindpiety (Shrouds) (0 def, 2 armour) Blindpiety (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes resistances: +7% nature Changes resistances penetration: +20% mind Changes damage: +6% nature / +9% darkness Equilibrium when hit: +0.08 Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets of the nighthunter (Nightmares) (0 def, 2 armour)brawler's dwarven-steel gauntlets of the nighthunter (Nightmares) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +7 Cun Changes resistances: +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Shadereek' (Shrouds) (0 def, 12 armour) hardened leather gloves 'Shadereek' (Shrouds) (0 def, 12 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +12 Armour Hardiness: +7% Damage (Melee): 9 arcane Changes stats: +4 Mag / +5 Wil / +7 Con Changes resistances: +12% blight / +7% physical / +5% arcane / +3% darkness Changes damage: +6% arcane Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +25% Spellpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (Misfortune) (0 def, 0 armour) Cloud Caller (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Misfortune It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 79.11 to 237.33 lightning damage (158.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Scale Mail of Kroltar (Misfortune) (10 def, 18 armour) Scale Mail of Kroltar (Misfortune) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 64.09 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
radiant stralite mail armour of the deep (Nightmares) (4 def, 11 armour) radiant stralite mail armour of the deep (Nightmares) (4 def, 11 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +9% acid / +9% cold / +23% darkness / +20% blight Allows you to breathe in: water Light radius: +2 Curse of Nightmares A suit of armour made of mail. |
multi-hued drakeskin leather armour of the wind (Shrouds) (30 def, 8 armour) multi-hued drakeskin leather armour of the wind (Shrouds) (30 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Armour: +8 Defense: +30 (+7 eff.) Fatigue: +8% Changes resistances: +11% acid / +10% physical / +17% cold / +5% lightning / +11% fire Stamina each turn: +1.00 Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 242 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. Abysshue the quiver of ash arrows (19/19, 19-27 power, 7 apr)Abysshue the quiver of ash arrows (19/19, 19-27 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +17 temporal / +20 fire Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +20 fire Arrows are used with bows to pierce your foes to death. |
6 agate 6 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. |
550 alchemist agate 550 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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. |
8 aquamarine 8 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's dwarven-steel pickaxe (dig speed 16 turns) soldier's dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Xerunor XerunorInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% * 10% chance to reduce all saves and defense by 36 Changes resistances: +6% blight / +3% temporal / +3% mind Changes damage: +3% mind Maximum life: +44.00 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
9 garnet 9 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
barbed pouch of stralite shots of annihilation (20/20, 61-73 power, 10 apr) barbed pouch of stralite shots of annihilation (20/20, 61-73 power, 10 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 61.0 - 73.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +15.5% Capacity: 20 On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Velorevea the Hazewitch [power 255] (15 cooldown) Velorevea the Hazewitch [power 255] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% mind Changes damage: +6% mind / +6% cold Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+2 eff.) It can be used to blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Nimbusbile' [power 185] (15 cooldown) steel torque of mindblast 'Nimbusbile' [power 185] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 6 mind / 10 cold Changes resistances: +9% mind Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +6% mind It can be used to blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
8 amethyst 8 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. |
Crackleraptor [power 110] (20 cooldown) Crackleraptor [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +21% acid Changes resistances penetration: +10% lightning Changes damage: +3% lightning It can be used to create a shield absorbing up to 154 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 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. |
8 citrine 8 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. |
4 zircon 4 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. |
Achievements
By Nah'li the Cornac Wanderer level 33
35th Regrowth 124th year of Ascendancy at 11:08 see stats
By Nah'li the Cornac Wanderer level 33
24th Regrowth 124th year of Ascendancy at 07:37 see stats
By Nah'li the Cornac Wanderer level 25
62nd Dusk 123rd year of Ascendancy at 22:20 see stats
By Nah'li the Cornac Wanderer level 37
2nd Haze 124th year of Ascendancy at 13:56 see stats
By Nah'li the Cornac Wanderer level 32
6th Decay 123rd year of Ascendancy at 15:35 see stats
By Nah'li the Cornac Wanderer level 15
68th Dusk 122nd year of Ascendancy at 04:52 see stats
By Nah'li the Cornac Wanderer level 36
64th Dusk 124th year of Ascendancy at 03:06 see stats
By Nah'li the Cornac Wanderer level 20
38th Regrowth 123rd year of Ascendancy at 00:28 see stats
By Nah'li the Cornac Wanderer level 19
28th Regrowth 123rd year of Ascendancy at 06:43 see stats
By Nah'li the Cornac Wanderer level 33
61st Regrowth 124th year of Ascendancy at 03:13 see stats
By Nah'li the Cornac Wanderer level 36
77th Pyre 124th year of Ascendancy at 20:38 see stats
By Nah'li the Cornac Wanderer level 24
49th Dusk 123rd year of Ascendancy at 10:53 see stats
By Nah'li the Cornac Wanderer level 10
6th Flare 122nd year of Ascendancy at 19:23 see stats
By Nah'li the Cornac Wanderer level 20
37th Regrowth 123rd year of Ascendancy at 17:33 see stats
By Nah'li the Cornac Wanderer level 30
58th Haze 123rd year of Ascendancy at 12:16 see stats
By Nah'li the Cornac Wanderer level 19
15th Regrowth 123rd year of Ascendancy at 12:25 see stats
By Nah'li the Cornac Wanderer level 25
63rd Dusk 123rd year of Ascendancy at 16:28 see stats
By Nah'li the Cornac Wanderer level 32
24th Regrowth 124th year of Ascendancy at 03:08 see stats
By Nah'li the Cornac Wanderer level 24
61st Dusk 123rd year of Ascendancy at 02:13 see stats
By Nah'li the Cornac Wanderer level 10
10th Flare 122nd year of Ascendancy at 21:16 see stats
By Nah'li the Cornac Wanderer level 14
51st Dusk 122nd year of Ascendancy at 05:54 see stats
By Nah'li the Cornac Wanderer level 18
68th Haze 122nd year of Ascendancy at 20:58 see stats
By Nah'li the Cornac Wanderer level 27
75th Dusk 123rd year of Ascendancy at 15:44 see stats
By Nah'li the Cornac Wanderer level 32
24th Regrowth 124th year of Ascendancy at 03:36 see stats
Log
Berserker Rage's rage awakens!
Ran for 3 turns (stop reason: hostile spotted to the north (Lisithra the skeleton archer)).
Nah'li rushes out!
Nah'li performs a melee critical strike against Lisithra the skeleton archer!
Lisithra the skeleton archer wanders around!
Lisithra the skeleton archer is dazed!
Nah'li hits Lisithra the skeleton archer for 444 physical, 21 mind, 19 temporal, 26 physical, 38 temporal (548 total damage).
Lisithra the skeleton archer is confused and fails to use To The Arms.
Nah'li uses Prismatic Slash.
Lisithra the skeleton archer is not dazed anymore.
Lisithra the skeleton archer's is vulnerable to attacks and effects!
Nah'li hits Lisithra the skeleton archer for 342 lightning, 21 mind, 38 temporal, 198 lightning (599 total damage).
Lisithra the skeleton archer uses Block.
Nah'li casts Breach.
Nah'li performs a melee critical strike against Lisithra the skeleton archer!
Nah'li hits Lisithra the skeleton archer for (144 blocked), 479 physical (479 total damage).
Nah'li killed Lisithra the skeleton archer!
Nah'li receives 37 healing from Unnatural Body.
Berserker Rage's rage subsides!
Nah'li picks up (b.): blink rune (range 4; phase 14; cd 16).
You pickup 2.15 gold pieces.
Nah'li picks up (H.): Abysshue the quiver of ash arrows (19/19, 19-27 power, 7 apr).
Nah'li receives 33 healing from Unnatural Body.
Saving game...
Saving done.