Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Golem Gender 1.6.0Allows the Alchemist's golem to be created as female or neuter rather than the default male, via the "Customize" option on the character creation dialog. This is a purely cosmetic modification, altering the golem's appearance and log messages describing the golem's actions. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 24 / 91% |
Size | big |
Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 69th Dusk 122nd year of Ascendancy at 06:44 5 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 73 (base 50) |
Dexterity | 21 (base 10) |
Constitution | 26 (base 10) |
Magic | 16 (base 10) |
Willpower | 93 (base 54) |
Cunning | 27 (base 10) |
Resources
Life | 666/666 |
Hate | 50/100 |
Equilibrium | 30 |
Healing Factor | 1.0206989795918 |
Regeneration | 0.25517474489794 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +40% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 22 |
See Invisible | 6 |
Offense: Mainhand
Damage | 74 |
Accuracy | 29 |
Crit Chance | 22% |
APR | 4 |
Speed | 0.87 |
Offense: Offhand
Damage | 35 |
Accuracy | 29 |
Crit Chance | 19% |
APR | 3 |
Speed | 0.87 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 12% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 10% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +12% |
Blight | +11% |
Physical | +14% |
Cold | +17% |
All | +2% |
Darkness | +32% |
Light | +33% |
Mind | +8% |
Fire | +23% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +10% |
Light | +5% |
Fire | +5% |
Blight | +15% |
Physical | +16% |
Cold | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 47 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 15 |
Physical Save | 26 |
Spell Save | 35 |
Mental Save | 52 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 20%( 70%) |
Physical | + 25%( 75%) |
Cold | + 52%( 70%) |
All | 0%( 70%) |
Darkness | + 38%( 77%) |
Temporal | 0%( 70%) |
Lightning | 0%( 70%) |
Mind | + 41%( 70%) |
Fire | + 36%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Bleed Resistance | 0% |
Confusion Resistance | 45% |
Fear Resistance | 15% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Antimagic Shield |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)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 (+45% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 47% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 52 mind and 63 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 183. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of faeros ash. * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | Gomas the Radiancesteel (Misfortune) (0 def, 4 armour) Gomas the Radiancesteel (Misfortune) (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% light +6% physical Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Armour +4 Fatigue +3% Resists +3% mind ---------- misc Light +1 Curse of Misfortune Blindside: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 129, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 340.56 darkness damage (based on Mindpower and charge). Uses 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 | Helm of the Dwarven Emperors (Nightmares) (0 def, 6 armour) Helm of the Dwarven Emperors (Nightmares) (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Nightmares A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Glybrewyn (Nightmares) (0 def, 2 armour) Glybrewyn (Nightmares) (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +7% Crit.mult +9.00% ----- def ----- Armour +2 Spell.save +15 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Light +3 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Unlightorder of the Blightspawn (dig speed 23 turns) Unlightorder of the Blightspawn (dig speed 23 turns)3.0 T1 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +20% Dmg.mod +6% nature +6% light Res.pen +10% physical On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 0 * 22% chance to reduce damage dealt by 0% ----- def ----- Resists +10% nature ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring of corrosion (+20%) (Corpses) steel ring of corrosion (+20%) (Corpses)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Curse of Corpses Rings can have magical properties. |
On fingers | psionicist's steel ring (Shrouds) psionicist's steel ring (Shrouds)0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
Around neck | Frozenflash Frozenflash0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +7 Wil dps ---------- Dmg.mod +9% blight +15% cold Res.pen +15% blight ----- def ----- Resists +30% fire +32% cold Amulets can have magical properties. |
In main hand | Blood-Letter (Misfortune) (140% power, 4.5 apr) Blood-Letter (Misfortune) (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% Curse of Misfortune A hand axe carved out of the most frozen parts of the northern wasteland. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | Umbraimmortal of the Blightspawn (Corpses) (118% power, 3 apr) Umbraimmortal of the Blightspawn (Corpses) (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master/Psionic Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 0 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun -4 Str dps ---------- Phys.crit +6.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% mind ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Curse of Corpses One-handed war axes. |
Cloak | Furnacerazor (Misfortune) (1 def, 0 armour) Furnacerazor (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +15% darkness +6% fire Res.pen +5% fire Melee Ret 6 physical ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.stam +20.00 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. |
Main armor | Torchwyrd (Misfortune) (33 def, 15 armour) Torchwyrd (Misfortune) (33 def, 15 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +15% fire Res.pen +5% nature Melee Ret 4 fire ----- def ----- Armour +15 Defense +33 (+14 eff.) Fatigue +8% Resists +8% mind +6% fire Mind.save +42 (+13 eff.) Curse of Misfortune A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 190; cd 13) healing infusion of the warrior (heal 190; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -720; dur 6; cd 30) heroism infusion of the psychic (die at -720; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -720 life. The duration and life will increase by 1% for every 1% life you have lost (currently 720 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 585%; cd 14) movement infusion of the duelist (speed 585%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 133; 16 cd) regeneration infusion of the wizard (heal 133; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 31%; magical; dur 2; cd 13) wild infusion of the warrior (res 31%; magical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (522.00 temporal damage, removed from time 4 turns) Rune of the Rift (522.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 532.44 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Wild-gift / Antimagic) stabilizing copper amulet of mastery (0.11 Wild-gift / Antimagic)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +22% ---------- misc Masteries +0.11 Wild-gift/Antimagic Amulets can have magical properties. |
mule's steel ring of frost (+24%) (Nightmares) mule's steel ring of frost (+24%) (Nightmares)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -5% Resists +24% cold ---------- misc Max.enc +20 Curse of Nightmares Rings can have magical properties. |
Bloodcaller (Nightmares) Bloodcaller (Nightmares)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
Spellcrusher (Shrouds) (139% power, 4 apr) Spellcrusher (Shrouds) (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) Curse of Shrouds This large steel greatmaul has thick vines wrapped around the handle. |
steel longsword 'Emelossra' (Misfortune) (112% power, 3 apr) steel longsword 'Emelossra' (Misfortune) (112% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Phasing +30% ----- def ----- Resists +2% physical Heal.mod +5% Disease- +10% Pinning- +20% ---------- misc Max.vim +20.00 Curse of Misfortune Sharp, long, and deadly. |
Cystmaster (Nightmares) (129% power, 4 apr) Cystmaster (Nightmares) (129% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Disrupt Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Against +8% Unnatural While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% fire +3% nature +6% cold Res.pen +20% cold ----- def ----- Resists +6% nature +3% fire Curse of Nightmares Blunt and deadly. |
Fulyldir the dwarven-steel mace (Corpses) (132% power, 4 apr) Fulyldir the dwarven-steel mace (Corpses) (132% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +32 fire On Hit: * 7% chance to slow global speed by 0% While equipped: dps ---------- All.spd +4% Dmg.mod +9% mind Res.pen +8% physical +15% mind +6% fire Acc +14 (+7 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 0 Curse of Corpses Blunt and deadly. |
Torobar the Blastsun (Misfortune) (132% power, 4 apr) Torobar the Blastsun (Misfortune) (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 10% chance to reduce all saves and defense by 0 While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% acid +6% temporal +3% darkness +15% cold +5% arcane Curse of Misfortune Blunt and deadly. |
dwarven-steel waraxe 'Voidshine' (Misfortune) (118% power, 4 apr) dwarven-steel waraxe 'Voidshine' (Misfortune) (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Crit.r2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 0% While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Resists +9% darkness Curse of Misfortune One-handed war axes. |
Swordbreaker (Nightmares) (129% power, 20 apr) Swordbreaker (Nightmares) (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Nightmares This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
cured leather armour of the deep (Corpses) (6 def, 6 armour) cured leather armour of the deep (Corpses) (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +7% cold ---------- misc Breathe water Curse of Corpses A suit of armour made of leather. |
hardened iron mail armour of the deep (Madness) (2 def, 12 armour) hardened iron mail armour of the deep (Madness) (2 def, 12 armour)14.0 T1 heavy armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +11% acid +5% physical +11% cold +6% lightning +5% fire ---------- misc Breathe water Curse of Madness A suit of armour made of mail. |
impenetrable steel mail armour of stability (Madness) (2 def, 13 armour) impenetrable steel mail armour of stability (Madness) (2 def, 13 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +10 (+5 eff.) Curse of Madness A suit of armour made of mail. |
Emytta the Jetresolve (Nightmares) (0 def, 16 armour) Emytta the Jetresolve (Nightmares) (0 def, 16 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% darkness +3% temporal Res.pen +10% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +16 Fatigue +22% Resists +7% acid +7% physical +6% blight +26% fire +8% lightning +7% cold Max.HP +33.00 HP.reg +3.00 Heal.mod +13% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Nightmares A suit of armour made of metal plates. |
rough leather belt of the giants (Madness) rough leather belt of the giants (Madness)1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 Curse of Madness A belt that goes around your waist. |
resilient kruk cloak (Misfortune) (0 def, 0 armour) resilient kruk cloak (Misfortune) (0 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 Curse of Misfortune A stylish kruk-style cloak, to look awesome. |
Frost Treads (Corpses) (1 def, 4 armour) Frost Treads (Corpses) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
heroic iron gauntlets of butchering (Madness) (0 def, 4 armour) heroic iron gauntlets of butchering (Madness) (0 def, 4 armour)1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +1% Resists +6% blight Spell.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +41.00 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Ebonylady of the Blightspawn (Misfortune) (4 def, 4 armour) Ebonylady of the Blightspawn (Misfortune) (4 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +6 Dex +3 Wil +7 Cun dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% arcane Acc +6 (+3 eff.) On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 0 * 15% chance to gain 10% of a turn (3/turn limit) * 29% chance to reduce damage dealt by 0% ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +4% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.08 Max.psi +50.00 Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 344.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Goradudil (Madness) (0 def, 4 armour) Goradudil (Madness) (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +5% temporal +5% arcane Die.at -40.00 life HP.reg +4.00 Cut- +20% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
24 topaz 24 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 amethyst 24 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
78 alchemist agate 78 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern 'Isovea' brass lantern 'Isovea'2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +25% physical Melee Ret 10 physical ----- def ----- Armour +4 ---------- misc Light +6 Telepathy Demon/Minor Demon/Major 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Cold Iron Acorn Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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. |
focusing iron torque of gale force [power 70] (15 cooldown) focusing iron torque of gale force [power 70] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 6 spaces and dealing 80 damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of clear mind [power 1] (47 cooldown) supercharged iron torque of clear mind [power 1] (47 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 47 cooldown Torques are made by powerful psionics to store psionic powers. |
Xanolrata the Torchpython [power 238] (15 cooldown) Xanolrata the Torchpython [power 238] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Mind.crit +2% Dmg.mod +3% fire Acc +6 (+3 eff.) ----- def ----- Armour +2 Resists +2% physical ---------- misc Max.hate +2.00 Blast the opponent's mind dealing 238 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Shadowworm of the Blightspawn [power 144] (15 cooldown) Shadowworm of the Blightspawn [power 144] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats -3 Cun +3 Mag dps ---------- Dmg.mod +12% physical ----- def ----- Armour +6 ---------- misc Max.stam +20.00 Heals yourself and all friendly characters within 10 spaces for 144 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Unlightquencher of the Blightspawn [power 198] (15 cooldown) Unlightquencher of the Blightspawn [power 198] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 0% * 10% chance to reduce strength, dexterity, and constitution by 0 On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 0 * 29% chance to reduce damage dealt by 0% ----- def ----- Resists +3% blight Heals yourself and all friendly characters within 10 spaces for 198 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Hel the Krog Cursed level 16
16th Dusk 122nd year of Ascendancy at 20:23 see stats
By Hel the Krog Cursed level 22
79th Dusk 122nd year of Ascendancy at 01:09 see stats
By Hel the Krog Cursed level 17
67th Dusk 122nd year of Ascendancy at 21:30 see stats
By Hel the Krog Cursed level 17
41st Dusk 122nd year of Ascendancy at 22:34 see stats
By Hel the Krog Cursed level 13
2nd Flare 122nd year of Ascendancy at 16:17 see stats
By Hel the Krog Cursed level 10
1st Summertide 122nd year of Ascendancy at 11:31 see stats
By Hel the Krog Cursed level 20
69th Dusk 122nd year of Ascendancy at 18:18 see stats
By Hel the Krog Cursed level 22
4th Haze 122nd year of Ascendancy at 14:33 see stats
By Hel the Krog Cursed level 6
79th Pyre 122nd year of Ascendancy at 09:26 see stats
By Hel the Krog Cursed level 18
68th Dusk 122nd year of Ascendancy at 14:03 see stats
Log
Hel wears (replacing resilient kruk cloak (Misfortune) (0 def, 0 armour)): Furnacerazor (Misfortune) (1 def, 0 armour).
You gain 2.45 gold from the transmogrification of aegis linen wizard hat (Nightmares) (1 def, 0 armour).
You gain 0.64 gold from the transmogrification of insulating pair of iron boots (Shrouds) (0 def, 3 armour).
You gain 11.97 gold from the transmogrification of Brodedig the cured leather armour (Nightmares) (9 def, 4 armour).
You gain 21.35 gold from the transmogrification of Shadowfiend of the Blightspawn (Nightmares) (15 def, 0 armour).
You gain 18.15 gold from the transmogrification of linen robe 'Emelovena' (Madness) (0 def, 6 armour).
You gain 2.30 gold from the transmogrification of exposing steel shield of resilience (Corpses) (0 def, 4 armour, 100% power, 43 block).
You gain 3.18 gold from the transmogrification of chilling steel dagger of paradox (Corpses) (102% power, 6 apr).
You gain 2.25 gold from the transmogrification of iron dagger of corruption (Shrouds) (97% power, 5 apr).
You gain 19.76 gold from the transmogrification of Xereyara (Shrouds) (135% power, 21 apr).
You gain 2.71 gold from the transmogrification of cruel elm starstaff of might (Shrouds) (100% power, 2 apr, darkness element).
You gain 0.50 gold from the transmogrification of taint of shattering (14% increased damage and resistance penetration for 14 turns).
You gain 0.50 gold from the transmogrification of taint of amnesia (Target has 3 talents put onto cooldown).
You gain 0.53 gold from the transmogrification of teleportation rune (range 20; cd 14).
You gain 1.80 gold from the transmogrification of acid wave rune of the titan (damage 132; dur 4; cd 17).
You gain 2.12 gold from the transmogrification of magic missile rune of the psychic (240 arcane damage).
You gain 2.00 gold from the transmogrification of blink rune of the warrior (range 4; phase 19; cd 20).
You gain 1.80 gold from the transmogrification of blink rune (range 3; phase 16; cd 19).
There is a Way into the scourged pits here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Hel deactivates Antimagic Shield.
Hel deactivates Antimagic Shield.
Hel deactivates Gloom.
Hel deactivates Gloom.
Hel deactivates Stalk.
Hel deactivates Stalk.
Hel deactivates Cleave.
Hel deactivates Cleave.