
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist -added talent tree spell/animous -added talent tree cursed/fear -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood) -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger -tweaked other things v a2.6: -fixed onTakeHit superload (thanks to StarKeep) v a2.5: -re-ajusted "sadism" talents cost v a2.4: -fixed exangation dialogue box resolve v a2.3: -preUseTalent and postUseTalent should work well now! v a2.2: -fix of misstyping (preUseTalent) v a2.1: -fixed talents requirement and order for "sadism" talent tree. v a2.0: -talent tree "sadism" unleached !!! v a0.3: -prevented summons to be added to corpse pool (need to be tested) v a0.2: -spellcheck v a0.1: -the backbone are stuffed implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.5.0Official 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:
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. OldRPG Revival Tileset - Player Sprites 1 of 5 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 1 of 4 1.4.9 QuickTome: Resource Tweaks 1.3.1 OldRPG Revival Tileset - Player Sprites 3 of 5 1.4.9 Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. OldRPG Revival Tileset - Player Sprites 5 of 5 1.4.9 Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Inferno Race Pack 1.4.0Adds a collection of my races. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. OldRPG Revival Tileset - Embers Player Sprites 3 of 4 1.4.9 OldRPG Revival Tileset - Player Sprites 4 of 5 1.4.9 Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Semi-Roguelike Mode 1.2.0Adds new "Semi-Roguelike" permadeath modes that give extra lives later in the game than Adventure mode, and a new achievement "Honorary Roguelike Win" for winning the game in a Semi-Roguelike (or Adventure) mode without dying. The new permadeath modes give extra lives on completion of certain game events, as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. OldRPG Revival Tileset - Embers Player Sprites 2 of 4 1.4.9 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black QuickTome: Sight Overhaul 1.5.3 Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. OldRPG Revival Tileset - Player Sprites 2 of 5 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 4 of 4 1.4.9 The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Forsaken |
Class | Cursed |
Level / Exp | 100 / 13% |
Size | big |
Lifes / Deaths | Killed by Hanosin at level 100 on the 31st Haze 122nd year of Ascendancy at 17:09 / 1 |
Primary Stats
Strength | 233.54309849374 (base 108) |
Dexterity | 180.08619698749 (base 108) |
Constitution | 190.08619698749 (base 108) |
Magic | 200.54309849374 (base 108) |
Willpower | 206.08619698749 (base 108) |
Cunning | 214.08619698749 (base 108) |
Resources
Life | -1/4750 |
Positive | 347/347 |
Stamina | 1067/1067 |
Hate | 100/100 |
Healing Factor | 2.0266795340704 |
Regeneration | 32.122870615015 |
Speed
Mental | +155.91440937739% |
Attack | 0% |
Movement | +851.5214790684% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 0 |
See Invisible | 17.086196987489 |
Offense: Mainhand
Damage | 1125 |
Accuracy | 123 |
Crit Chance | 153% |
APR | 40 |
Speed | 0.39 |
Offense: Spell
Spellpower | 128 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 121 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +83% |
Blight | +95% |
Arcane | +95% |
Cold | +80% |
All | +64% |
Mind | +110% |
Lightning | +99% |
Light | +75% |
Temporal | +67% |
Physical | +172% |
Darkness | +80% |
Fire | +87% |
Nature | +70% |
Offense: Damage Penetration
Acid | +10% |
Blight | +35% |
Arcane | +10% |
Cold | +38% |
Darkness | +34% |
Temporal | +15% |
Lightning | +13% |
Physical | +20% |
Mind | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 230.51556827523 (100%) |
Defense | 110 |
Ranged Defense | 116 |
Fatigue | 0 |
Physical Save | 110 |
Spell Save | 97 |
Mental Save | 120 |
Defense: Resistances
Acid | + 91%( 91%) |
Blight | + 66%( 91%) |
Arcane | + 66%( 91%) |
Cold | + 88%( 91%) |
All | + 62%( 91%) |
Mind | + 91%( 91%) |
Lightning | + 91%( 91%) |
Light | + 36%( 91%) |
Temporal | + 91%( 91%) |
Physical | + 88%( 98%) |
Darkness | +100%(106%) |
Fire | + 91%( 91%) |
Nature | + 65%( 91%) |
Defense: Immunities
Stun Resistance | 84% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 58% |
Bleed Resistance | 100% |
Teleport Resistance | 5% |
Pinning Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 74.94 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 697 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 2.60 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Predator | 2.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Rampage | 2.60 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Strife | 2.40 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Shadows | 2.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Endless hunt | 2.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Magical combat | 2.44 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Slaughter | 2.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Fears | 2.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 7/5 |
Generic Talents
Cursed / Cursed aura | 4.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Cursed form | 2.94 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Celestial / Light | 3.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat training | 2.60 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Gestures | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Undead / Forsaken | 4.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Scoundrel | 3.20 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Conditioning | 3.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Lacerating Strikes |
talent | Stalk |
talent | Cleave |
talent | Gloom |
talent | Daunting Presence |
talent | Call Shadows |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 11.5)Penalty : Fractured Sanity: -6% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +35% critical damage, +31% off-hand weapon damage Power 2+: -1 Luck, +22 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 7.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | Increases maximum life and stamina by 20%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
beneficial effect | All damage reduced by 190. Subcutaneous Metallisation |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 8.5)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +19% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 9. Power 4+: Reprieve from Death: Humanoids you slay have a 49% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is recovering 220 life each turn. Recovery |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 11.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +23 Defense, +12 Ranged Defense Power 2+: -1 Luck, +22 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+65% chance to avoid traps). Power 4+: Unfortunate End: There is a 47% chance that the damage you deal will increase by 43% if the increase would be enough to kill your opponent. |
beneficial effect | The target is hunting creatures of type / sub-type: undead / giant with 100% effectiveness. Kills: 109 / 4 kills, Damage: +28% / +65%, Attack: +16 / +41, Stun: -- / 12.9%, Outmaneuver: 16.4% / 37.1% Predator |
beneficial effect | The target is rampaging! (+852% movement speed, +136% attack speed, +90% physical damage, +57 physical save, +57 mental save, 0/251 damage shrugged off this turn) Rampaging |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+33% resist all). Shroud of Death |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 6% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 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 | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 59%. Strength and Willpower are increased by 20. Poisons and diseases have a 45% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 4%) for 4 turns. Power 1+: Nightwalker: +30 Darkness Resistance, +15% Max Darkness Resistance, +17 See Invisible Power 2+: -1 Luck, +14 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 33% 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 33% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Islogatta the cave bear. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the repented thief from death by rimebark. Escort: repented thief (level 4 of Old Forest) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 10% of the way to your next Rank. You have killed: 55 Uniques 27 Bosses 11 Elite Bosses 12 Veterans 8 Heroics 3 Legends 2 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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. | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Defense: +6 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 16 blight Changes stats: +3 Str / +2 Dex / +8 Mag / +4 Con Changes resistances: +10% acid / +8% fire / +11% cold / +10% lightning Changes damage: +12% blight / +12% arcane Spell save: +6 (+1 eff.) Lowers spell cool-downs by: 10% Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness / 54 fire Changes stats: +9 Cun / +14 Mag Changes resistances: +26% darkness / +18% fire Changes resistances penetration: +15% nature Changes damage: +11% light / +3% darkness Damage affinity(heal): +5% light Spellpower: +28 (+4 eff.) Curse of Misfortune It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 169.23 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +8 Dex / +14 Wil / +12 Cun / +8 Con Changes resistances: +14% lightning / +22% temporal / -70% light / +9% blight / +6% all Changes resistances penetration: +15% temporal Changes damage: +12% mind Physical save: +13 (+3 eff.) Mental save: +33 (+5 eff.) Life regen: +14.10 Mindpower: +8 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +10 Damage when hit (Melee): 16 lightning Changes stats: +4 Cun / +6 Str Changes resistances: +7% fire / +8% darkness / +9% mind Changes damage: +10% mind / +9% fire Physical save: +3 (+1 eff.) Mental save: +10 (+2 eff.) Disease immunity: +5% Cut immunity: +5% Pinning immunity: +15% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Misfortune It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Armour: +6 Defense: +26 (+4 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +8 Dex / +4 Mag / +11 Cun / +5 Con Changes resistances: +9% acid Changes damage: +3% mind Critical mult.: +5.00% Disarm immunity: +20% Life regen: +0.70 Maximum life: +49.00 Spellpower: +7 (+1 eff.) Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +8 (+1 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +6 Dex / +5 Wil / +11 Cun / +4 Con Changes resistances: +33% lightning / +2% physical / +12% mind / +33% acid Changes damage: +12% lightning / +12% acid / +12% mind / +5% all Spell save: +36 (+6 eff.) Mental save: +3 (+1 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +5% Life regen: +0.80 Maximum life: +51.00 Maximum stamina: +32.00 Maximum vim: +20.00 Spellpower: +12 (+1 eff.) Mindpower: +15 (+2 eff.) Healing mod.: +14% Curse of Madness Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Armour: +29 Defense: +37 (+6 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +12 Dex / +20 Mag / +8 Wil / +12 Cun / +9 Lck Changes resistances: +6% lightning / +12% fire / +9% darkness / +14% cold Changes resistances penetration: +5% blight Changes damage: +3% lightning Critical mult.: +11.00% Trap disarming bonus: +30 Stealth bonus: +28 Physical save: +25 (+5 eff.) Spell save: +3 (+0 eff.) Mana each turn: +1.20 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +116.00 Spell crit. chance: +9% Mental crit. chance: +15% Curse of Madness It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 90.5 - 135.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to daze at end of turn Damage (Melee): +4 arcane Burst (radius 2) on crit: +52 ice When wielded/worn: Armour: +38 Changes stats: +6 Str / +5 Dex / +6 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances: +6% temporal / +6% nature / +5% arcane Changes resistances penetration: +13% lightning / +38% cold / +10% arcane / +5% nature Changes damage: +12% arcane / +3% temporal Curse of Shrouds Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +12.0% Physical power: +14 (+2 eff.) Armour: +31 Armour Hardiness: +22% Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +5 Mag / +19 Con Changes resistances: +6% darkness / +16% physical / +5% arcane / +12% temporal Changes damage: +7% arcane Critical mult.: +11.00% Physical save: +7 (+2 eff.) Mental save: +18 (+3 eff.) Disarm immunity: +38% Maximum life: +55.00 Spell crit. chance: +12% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 43.0 - 60.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Stone Touch (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 42% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +13 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +11 arcane Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +42 Defense: +4 (+0 eff.) Fatigue: +11% Effects on melee hit: * 23% chance to disease * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 18 physical Changes stats: +6 Wil / +7 Cun / +9 Con Changes resistances: +29% acid / +24% physical / -18% light / +37% fire / +24% lightning / +22% cold / +9% mind / +13% darkness Changes resistances penetration: +10% acid Changes damage: +6% blight Physical save: +33 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +53 (+8 eff.) Curse of Corpses A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +21 (+3 eff.) Damage when hit (Melee): 8 mind / 8 nature Changes stats: +3 Str / +4 Mag / +4 Wil / +3 Con Changes resistances: +43% temporal / +62% darkness / +19% light / +30% fire / +18% mind / +22% cold Changes resistances penetration: +14% darkness Changes damage: +6% nature / +3% fire / +9% mind / +13% darkness Stealth bonus: +27 Physical save: +19 (+4 eff.) Spell save: +30 (+5 eff.) Mental save: +19 (+3 eff.) Maximum mana: +54.00 Defense after a teleport: +44 Resist all after a teleport: +26% New effects duration reduction after a teleport: +44% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +18 Physical power: +18 (+2 eff.) Defense: +17 (+2 eff.) Effects on melee hit: * 43% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +2 Str / +16 Mag / +10 Wil / +2 Con / +17 Lck Changes resistances: +26% temporal Changes resistances penetration: +30% blight Changes damage: +7% acid / +18% physical / +13% blight / +21% fire / +20% lightning / +6% cold Talent masteries: +0.24 Cursed / Cursed form +0.24 Technique / Magical combat Critical mult.: +36.00% Mental save: +24 (+4 eff.) Confusion immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Spellpower: +19 (+2 eff.) Spell crit. chance: +6% Mindpower: +21 (+3 eff.) Combat speed: +20% Reduce all damage from unseen attackers: 18% Curse of Madness Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 943 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Armour: +6 Defense: +9 (+1 eff.) Changes stats: +3 Cun / +6 Mag Changes resistances: +21% lightning Changes resistances cap: +4% all Changes resistances penetration: +20% light Changes damage: +12% lightning Critical mult.: +17.00% Physical save: +15 (+3 eff.) Stun/Freeze immunity: +31% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Curse of Nightmares Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Cun / +6 Lck Changes resistances: +9% temporal Changes damage: +27% lightning / +9% temporal Physical save: +11 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+2 eff.) Cut immunity: +50% Healing mod.: +12% Reduce all damage from unseen attackers: 12% Curse of Madness It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 432 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +12 Defense: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Lck / +3 Cun Changes resistances: +11% mind Changes damage: +6% blight Critical mult.: +17.00% Confusion immunity: +23% Spellpower: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 12% Curse of Corpses Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +20% lightning Changes damage: +6% acid / +10% blight / +15% fire / +6% cold / +6% lightning Critical mult.: +15.00% Physical save: +21 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+2 eff.) Teleport immunity: +50% Mana each turn: +0.04 Vim when firing critical spell: +1.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +40% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to teleport you randomly (rad 45), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +17 (+2 eff.) Fatigue: -18% Damage when hit (Melee): 12 lightning Changes stats: +9 Dex / +5 Mag / +4 Wil / +10 Cun / +8 Con / +18 Lck Changes resistances: +30% mind / +6% blight Changes resistances penetration: +10% lightning Changes damage: +7% acid / +7% fire / +7% cold / +6% mind / +19% lightning Mental save: +15 (+2 eff.) Confusion immunity: +56% Life regen: +4.70 Stamina each turn: +1.20 Equilibrium when hit: +0.16 Psi when hit: +0.08 Maximum psi: +20.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Mindpower: +11 (+1 eff.) Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Reduce all damage from unseen attackers: 17% Curse of Nightmares Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Cun / +4 Mag Changes resistances: +22% acid Changes resistances penetration: +20% darkness Changes damage: +11% acid / +5% all Mental save: +3 (+1 eff.) Maximum hate: +6.00 Spellpower: +20 (+2 eff.) Mindpower: +16 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Dex / +15 Mag / +13 Wil Changes resistances: +36% light Changes damage: +18% light / +6% physical Physical save: +12 (+2 eff.) Silence immunity: +45% Stun/Freeze immunity: +34% Life regen: +4.30 Mana each turn: +0.29 Spellpower: +22 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +1 Physical power: +6 (+1 eff.) Armour: +6 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +9 Dex / +7 Cun / +5 Con Critical mult.: +3.00% Spell save: +18 (+3 eff.) Disarm immunity: +39% Pinning immunity: +34% Stun/Freeze immunity: +44% Knockback immunity: +27% Life regen: +7.00 Maximum life: +119.00 Maximum stamina: +30.00 Healing mod.: +24% Curse of Corpses Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Madness Rings can have magical properties. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% Damage (Melee): +59 insidious poison / +12 temporal / +21 nature When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Mental save: +30 (+4 eff.) Maximum psi: +50.00 Curse of Corpses Massive two-handed battleaxes. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Curse of Madness Massive two-handed mauls. |
![]() Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 darkness / +4 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 arcane Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +15% arcane Curse of Shrouds Massive two-handed mauls. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Burst (radius 2) on crit: +18 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +10 Changes stats: +4 Mag Changes resistances penetration: +15% acid / +13% lightning / +13% fire / +5% mind / +20% cold Changes damage: +12% blight Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Blunt and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 110 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +4% acid Equilibrium when hit: +0.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 9.5 - 10.5 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes resistances penetration: +10% arcane Changes damage: +12% blight Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Vim when firing critical spell: +2.00 Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to inflict 375.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting 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. |
![]() Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+0 eff.) Spell crit. chance: +0% Curse of Nightmares A staff that has been carefully constructed for novices of the Art. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +6 Changes stats: +4 Dex / +2 Mag / +4 Cun / +6 Lck Changes resistances: +6% light / +7% darkness Critical mult.: +15.00% Trap disarming bonus: +8 Stealth bonus: +6 Spell save: +6 (+1 eff.) Stamina each turn: +0.40 Mana each turn: +0.17 Maximum mana: +23.00 Maximum stamina: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares It can be used to create a temporary shield that absorbs 215 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Physical save: +16 (+3 eff.) Mental save: +15 (+2 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +2% Damage when hit (Melee): 8 darkness Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Changes damage: +3% darkness Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +10 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +8 Dex / +3 Mag / +4 Cun / +11 Lck Changes resistances penetration: +10% blight / +11% physical / +15% arcane Changes damage: +12% arcane Stealth bonus: +11 Spellpower: +4 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Lck / +4 Dex Stealth bonus: +6 Curse of Shrouds A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to blind Damage (Melee): 21 lightning / 11 fire Changes stats: +9 Str / +4 Wil / +4 Con Changes resistances: +15% lightning / +8% fire / +3% light Changes resistances penetration: +10% light Changes damage: +16% lightning / +8% fire / +12% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +5.00% Disarm immunity: +25% Equilibrium when hit: +0.08 Mindpower: +4 (+0 eff.) When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +21 lightning / +10 fire Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire Curse of Misfortune It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 258.79 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 6 temporal Damage (Ranged): 11 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +5% temporal When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +9% light / +6% blight / +10% fire / +3% mind / +7% cold Physical save: +3 (+1 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +5% arcane Spell save: +12 (+2 eff.) Curse of Madness A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+3 eff.) Armour: +19 Defense: +5 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 16 arcane / 20 mind Changes stats: +9 Str / +10 Mag / +18 Wil / +8 Cun / +10 Con Changes resistances: +19% lightning / +16% physical / -19% light / +28% cold / +5% arcane / +14% fire / +6% mind / +13% darkness Changes resistances penetration: +10% mind Changes damage: +9% arcane Physical save: +66 (+11 eff.) Spell save: +10 (+2 eff.) Mental save: +35 (+5 eff.) Spellpower: +22 (+3 eff.) Spell crit. chance: +9% Mindpower: +23 (+3 eff.) Mental crit. chance: +10% Curse of Nightmares A suit of armour made of mail. |
![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +14 (+2 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Damage when hit (Melee): 8 darkness Changes stats: +5 Cun Changes resistances: +7% physical / +22% darkness / +23% cold / +3% mind / +25% temporal Changes resistances penetration: +20% mind Changes damage: +12% darkness Physical save: +14 (+3 eff.) Mental save: +18 (+3 eff.) Defense after a teleport: +17 Resist all after a teleport: +25% New effects duration reduction after a teleport: +19% Curse of Madness It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 blight Changes resistances: +16% fire / +6% physical Changes damage: +9% blight / +6% light Physical save: +11 (+2 eff.) Curse of Corpses A suit of armour made of metal plates. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 10 lightning Damage when hit (Melee): 19 ice / 20 blight / 29 lightning / 19 nature / 16 acid Changes stats: +4 Wil / +7 Con Changes resistances: +20% blight / +17% cold / +17% nature Changes resistances penetration: +5% acid Talent granted: +5 Block Physical save: +13 (+3 eff.) Maximum life: +181.00 Curse of Madness Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Str / +4 Wil Mental crit. chance: +7% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Healing mod.: +10% Curse of Madness A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Curse of Shrouds 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Curse of Nightmares 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. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+2 eff.) Maximum life: +48.00 Healing mod.: +19% Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Curse of Madness It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+2 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Hanosin the Forsaken Cursed level 56
58th Dusk 122nd year of Ascendancy at 09:45 see stats
By Hanosin the Forsaken Cursed level 95
30th Haze 122nd year of Ascendancy at 21:00 see stats
By Hanosin the Forsaken Cursed level 81
29th Haze 122nd year of Ascendancy at 15:13 see stats
By Hanosin the Forsaken Cursed level 58
66th Dusk 122nd year of Ascendancy at 05:19 see stats
By Hanosin the Forsaken Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Hanosin the Forsaken Cursed level 20
5th Flare 122nd year of Ascendancy at 10:56 see stats
By Hanosin the Forsaken Cursed level 30
27th Dusk 122nd year of Ascendancy at 12:37 see stats
By Hanosin the Forsaken Cursed level 40
51st Dusk 122nd year of Ascendancy at 10:06 see stats
By Hanosin the Forsaken Cursed level 50
52nd Dusk 122nd year of Ascendancy at 23:22 see stats
By Hanosin the Forsaken Cursed level 47
52nd Dusk 122nd year of Ascendancy at 10:11 see stats
By Hanosin the Forsaken Cursed level 14
1st Flare 122nd year of Ascendancy at 06:09 see stats
By Hanosin the Forsaken Cursed level 27
22nd Dusk 122nd year of Ascendancy at 14:56 see stats
By Hanosin the Forsaken Cursed level 21
5th Flare 122nd year of Ascendancy at 12:13 see stats
By Hanosin the Forsaken Cursed level 100
31st Haze 122nd year of Ascendancy at 17:09 see stats
By Hanosin the Forsaken Cursed level 88
29th Haze 122nd year of Ascendancy at 22:18 see stats
By Hanosin the Forsaken Cursed level 38
34th Dusk 122nd year of Ascendancy at 09:08 see stats
By Hanosin the Forsaken Cursed level 28
26th Dusk 122nd year of Ascendancy at 18:40 see stats
By Hanosin the Forsaken Cursed level 56
55th Dusk 122nd year of Ascendancy at 14:18 see stats
By Hanosin the Forsaken Cursed level 28
22nd Dusk 122nd year of Ascendancy at 16:32 see stats
Log
Layulravena the ink squid hits Terror for 55 physical, 46 physical, 17 lightning, 31 fire, 44 physical, 17 lightning, 31 fire (242 total damage).
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Layulravena the ink squid hits Shadow for 0 arcane, 0 fire (0 total damage).
Shadow hits Layulravena the ink squid for (92 parried), 101 physical (101 total damage).
Bleeding from Hanosin hits Layulravena the ink squid for 350 physical damage.
Hanosin uses Frenzy.
Layulravena the ink squid reacts to an attack from Hanosin, mitigating the blow!.
An elite foe has fallen to your hate! (+52 hate)
Layulravena the ink squid is no longer being stalked by Hanosin.
You collect a new ingredient: vial of squid ink (1).
Hanosin cleaves through Water imp!
Hanosin performs a melee critical strike against Water imp!
Welcome to level 100 [Hanosin].
Hanosin has 619 stat point(s), 758 class talent point(s), 751 generic talent point(s), 755 category point(s), 34 prodigies point(s) to spend. Press p to use them.
You have taken the life of an experienced foe! (+21 hate)
You revel in attacking a weakened foe! (+2 hate)
Hanosin performs a melee critical strike against Water imp!
Hanosin performs a melee critical strike against Water imp!
Hanosin suffers an unfortunate end.
Your hatred grows even as your life fades! (+48 hate)
Hanosin begins rampaging!
Hanosin is recovering from the damage!
Hanosin internal structure metallises.
An elite foe has fallen to your hate! (+8 hate)
Hanosin's remains glow with a strange light.
New Achievement: Take you with me (Roguelike) (Uniques)!
Saving game...