Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch No more creaky door 1.2.5Got rid of the most anoying door creaks. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 30 / 29% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nitta the sand-drake at level 21 on the 10th Shortage 122nd year of Ascendancy at 05:32 / 2Killed by Eilineta the ghoulking at level 30 on the 20th Gold 123rd year of Ascendancy at 04:23 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 14 (base 10) |
Constitution | 18 (base 10) |
Magic | 11 (base 10) |
Willpower | 84.340449927278 (base 60) |
Cunning | 32 (base 12) |
Resources
Life | -223/828 |
Hate | 106/106 |
Equilibrium | 113 |
Psi | 186/194 |
Healing Factor | 1.1039503090026 |
Regeneration | 14.075366439784 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -9.7699626167014E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 17 |
See Stealth | 5 |
See Invisible | 11.340449927278 |
Offense: Mainhand
Damage | 71 |
Accuracy | 55 |
Crit Chance | 13% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 55 |
Crit Chance | 15% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Physical | 0% |
Nature | +16% |
Blight | +9% |
Arcane | +10% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Mind | +19% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 35.511077022655 (89.749889547741%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 26 |
Physical Save | 44 |
Spell Save | 60 |
Mental Save | 52 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 33%( 70%) |
All | + 4%( 70%) |
Darkness | + 49%( 74%) |
Physical | + 24%( 74%) |
Lightning | + 13%( 70%) |
Mind | + 42%( 70%) |
Fire | + 11%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 43% |
Knockback Resistance | 59% |
Confusion Resistance | 45% |
Fear Resistance | 35% |
Stun Resistance | 60% |
Poison Resistance | 50% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 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: 10 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 34% 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 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. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.2): 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, +4 Maximum Physical Resistance Power 2+: -3 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 64 mind and 58 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 (summon Terrors and chances to slow, deal 100 Mind damage, and deal 91 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of greater demon bile. * You've found the needed ice ant stinger. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You 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 | restorative pair of hardened leather boots (Shrouds) (0 def, 3 armour) restorative pair of hardened leather boots (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +7.00 Heal.mod +13% Curse of Shrouds A pair of boots made of leather. |
Light source | bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | bladed dwarven-steel helm of trickery (Corpses) (0 def, 4 armour) bladed dwarven-steel helm of trickery (Corpses) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Curse of Corpses 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 303.0 Physical damage. If the attack hits, the target is confused (27% 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. |
On hands | scouring voratun gauntlets of regeneration (Misfortune) (0 def, 3 armour) scouring voratun gauntlets of regeneration (Misfortune) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +8 (+2 eff.) HP.reg +1.50 ---------- misc Stam/turn +0.40 Psi/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Anasin the dwarven-steel pickaxe (dig speed 21 turns) Anasin the dwarven-steel pickaxe (dig speed 21 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Mind.pwr +20 (+4 eff.) Dmg.mod +9% blight ----- def ----- Defense +20 (+10 eff.) Resists +8% darkness +9% nature Affinity +15% darkness HP.reg +4.00 Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +20.00 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +8 (+4 eff.) Apr +11 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 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: 201.65 You won the Ring of Blood trial, and this is your reward. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Greenmark the living mindstar (Nightmares) (18-20 power, 40 apr, nature damage) Greenmark the living mindstar (Nightmares) (18-20 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This mindstar will resonate with other psionic mindstars. This purifying mindstar will cleanse other mindstars. Power 18.0 - 19.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +10% arcane +10% mind +6% nature Res.pen +20% acid +10% arcane +9% mind On Hit (Melee): * 30% chance to slow global speed by 72% On Melee Ret: * 17 arcane resource burn ----- def ----- Resists +9% acid +6% darkness +6% cold +10% arcane +10% mind Dmg.Resnn +25% Spell.save +32 (+8 eff.) ---------- misc Psi/ret +2.50 Curse of Nightmares Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 62%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
Around waist | hardened leather belt 'Breezewoe' (Nightmares) hardened leather belt 'Breezewoe' (Nightmares)1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 72% * 20% chance to reduce armor by 11% ----- def ----- Resists +3% acid +15% cold +6% nature Stealth +6 ---------- misc T.Disarm +17 Infravis +4 Curse of Nightmares A belt that goes around your waist. |
In off hand | Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage) Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Madness Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 244.86 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | cashmere cloak 'Khelakalthokhad' (Madness) (2 def, 0 armour) cashmere cloak 'Khelakalthokhad' (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +11 Wil +6 Cun dps ---------- Spell.crit +6% Mind.crit +6% Mind.pwr +10 (+2 eff.) Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Max.hate +6.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant dwarven-steel plate armour of the dragon (Nightmares) (0 def, 11 armour) radiant dwarven-steel plate armour of the dragon (Nightmares) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +7% physical +13% darkness +18% blight +7% fire +9% lightning +9% cold Disarm- +23% Stun/Frz- +25% Knockbk- +24% ---------- misc Light +1 Cooldown Rush -5 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 209; cd 10) healing infusion of the psychic (heal 209; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 479; 17 cd) regeneration infusion of the psychic (heal 479; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion (res 15%; magical; dur 2; cd 10) wild infusion (res 15%; magical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (487.36 temporal damage, removed from time 4 turns) Rune of the Rift (487.36 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 (100% of a turn) Is a spell Description: Inflicts 487.36 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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of vision cleansing steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +12% nature +12% blight Blind- +13% Poison- +24% Disease- +24% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
grounding steel amulet of strength (+2) grounding steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
savior's copper ring of darkness (+20%) savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
gladiator's steel ring of darkness (+24%) gladiator's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
sneakthief's steel ring of corrosion (+24%) sneakthief's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +12% acid Acc +6 (+3 eff.) ----- def ----- Resists +24% acid Rings make your fingers look great! |
steel ring of fire (+22%) steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
steel ring of life steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +50.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
titan's steel ring of power titan's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +22.00 Disarm- +24% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
warrior's steel ring of power warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+1 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
marksman's gold ring of sensing marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Blind- +31% ---------- misc Infravis +4 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
sneakthief's gold ring of sensing sneakthief's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Blind- +29% ---------- misc Infravis +4 See.Stealth +11 See.Invis +12 Rings make your fingers look great! |
treant's gold ring of fire (+8%) treant's gold ring of fire (+8%)0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +8% blight +24% fire +7% nature Poison- +12% Disease- +18% Rings make your fingers look great! |
bloodlich's yew vilestaff of protection (Madness) (20-24 power, 4 apr, darkness element) bloodlich's yew vilestaff of protection (Madness) (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +1 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Resists +10% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +25.00 Max.N.En +35.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of breaching (Madness) (20-24 power, 4 apr, fire element) yew vilestaff of breaching (Madness) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire Res.pen +10% fire ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel greatsword of massacre (Corpses) (47-75 power, 2 apr) truestriking dwarven-steel greatsword of massacre (Corpses) (47-75 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 47.0 - 75.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +23 (+11 eff.) Apr +10 Curse of Corpses Massive two-handed swords. |
enhanced stralite greatsword of erosion (Madness) (47-75 power, 3 apr) enhanced stralite greatsword of erosion (Madness) (47-75 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 47.0 - 75.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +10 Str +12 Dex +9 Mag +9 Wil +9 Cun +7 Con Curse of Madness Massive two-handed swords. |
enhanced stralite greatsword of evisceration (Madness) (50-80 power, 3 apr) enhanced stralite greatsword of evisceration (Madness) (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 50.0 - 80.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +14 Str +9 Dex +12 Mag +10 Wil +5 Cun +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +14 (+4 eff.) Curse of Madness Massive two-handed swords. |
Acera (Shrouds) (33-46 power, 4 apr) Acera (Shrouds) (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Curse of Shrouds Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 13 acid damage in a 4 radius ball. This damage will increase by 7% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
manaburning dwarven-steel longsword (Nightmares) (22-31 power, 4 apr) manaburning dwarven-steel longsword (Nightmares) (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt Power 22.5 - 31.5 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn Curse of Nightmares Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of vileness (Shrouds) (24-33 power, 4 apr) warbringer's dwarven-steel longsword of vileness (Shrouds) (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 23.5 - 32.9 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +18% Curse of Shrouds Sharp, long, and deadly. |
dwarven-steel mace of phasing (Misfortune) (24-34 power, 11 apr) dwarven-steel mace of phasing (Misfortune) (24-34 power, 11 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 24.5 - 34.3 Physical Uses 40% Wil, 100% Str Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.5% Atk.spd 100% Phasing +13% Curse of Misfortune Blunt and deadly. |
chilling dwarven-steel waraxe of massacre (Corpses) (28-39 power, 4 apr) chilling dwarven-steel waraxe of massacre (Corpses) (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 28.0 - 39.2 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 cold Curse of Corpses One-handed war axes. |
Oozespiker the steel dagger (Nightmares) (20-26 power, 6 apr) Oozespiker the steel dagger (Nightmares) (20-26 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 20.0 - 26.0 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Mag +2 Wil +4 Con dps ---------- Res.pen +5% nature ----- def ----- Resists +9% acid +15% nature Curse of Nightmares Sharp, short and deadly. |
dwarven-steel dagger 'Phoenixtitan' (Shrouds) (30-40 power, 7 apr) dwarven-steel dagger 'Phoenixtitan' (Shrouds) (30-40 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 30.5 - 39.6 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to reduce all saves and defense by 43 While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+2 eff.) Dmg.mod +6% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +15% fire ---------- misc Equi/ret +0.08 Curse of Shrouds Sharp, short and deadly. |
dwarven-steel dagger of phasing (Shrouds) (19-25 power, 17 apr) dwarven-steel dagger of phasing (Shrouds) (19-25 power, 17 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 19.0 - 24.7 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +6.0% Atk.spd 100% Phasing +13% Curse of Shrouds Sharp, short and deadly. |
flaming dwarven-steel dagger of crippling (Misfortune) (14-19 power, 7 apr) flaming dwarven-steel dagger of crippling (Misfortune) (14-19 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 14.5 - 18.9 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +13 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Misfortune Sharp, short and deadly. |
quick dwarven-steel dagger of erosion (Misfortune) (18-24 power, 7 apr) quick dwarven-steel dagger of erosion (Misfortune) (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Master Power 18.5 - 24.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+6 eff.) Curse of Misfortune Sharp, short and deadly. |
Poltergeist's Bloomsoul (Misfortune) (8-9 power, 13 apr, nature damage) Poltergeist's Bloomsoul (Misfortune) (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Armour +2 Resists +2% all HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Misfortune Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 49 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. |
Beidas (Shrouds) (14-15 power, 32 apr, mind damage) Beidas (Shrouds) (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 14.0 - 15.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +12 arcane While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+1 eff.) All.spd +3% Melee+ 11 fire Dmg.mod +15% fire +7% nature +12% arcane Res.pen +6% nature +7% fire ----- def ----- Resists +11% fire +6% nature +5% arcane ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling of cold (Misfortune) mighty hardened leather sling of cold (Misfortune)4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% cold Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling of cold (Corpses) ranger's hardened leather sling of cold (Corpses)4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +11 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +13% cold Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
stormbringer's hardened leather sling of acid (Shrouds) stormbringer's hardened leather sling of acid (Shrouds)4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid On Crit.r2 +9 lightning +22 cold While equipped: dps ---------- Mov.spd +32% Dmg.mod +10% acid Res.pen +5% lightning +10% cold Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
Infernoedge (Corpses) (0 def, 6 armour, 26-32 power, 76.5 block) Infernoedge (Corpses) (0 def, 6 armour, 26-32 power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 26.5 - 31.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +20 mind While equipped: dps ---------- Mind.pwr +30 (+6 eff.) Dmg.mod +27% mind ----- def ----- Armour +6 Fatigue +8% Resists +21% lightning +9% fire ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
cashmere robe of corrosion (+15%) (Madness) (0 def, 0 armour) cashmere robe of corrosion (+15%) (Madness) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid +11% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blackwither the cured leather armour (Misfortune) (6 def, 4 armour) Blackwither the cured leather armour (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +5% S.pwr/crit +2 Dmg.mod +3% blight Melee Ret 2 darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% acid +6% blight Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune A suit of armour made of leather. |
hardened leather armour of the void (Shrouds) (9 def, 6 armour) hardened leather armour of the void (Shrouds) (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 5 darkness Ranged+ 5 darkness ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% darkness +16% temporal Def/telep +13 Res/telep +12% Dur/telep +13% Curse of Shrouds Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
dwarven-steel mail armour of resilience (Nightmares) (3 def, 8 armour) dwarven-steel mail armour of resilience (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +29.00 Curse of Nightmares A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of implacability (Shrouds) (3 def, 18 armour) impenetrable dwarven-steel mail armour of implacability (Shrouds) (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +18 Defense +3 (+2 eff.) Fatigue +6% Phys.save +8 (+3 eff.) Curse of Shrouds A suit of armour made of mail. |
prismatic dwarven-steel mail armour (Misfortune) (3 def, 8 armour) prismatic dwarven-steel mail armour (Misfortune) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +11% light +13% darkness Curse of Misfortune A suit of armour made of mail. |
Betabeth the Eclipseminister (Corpses) Betabeth the Eclipseminister (Corpses)1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% darkness Res.pen +20% darkness +10% cold Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +12% temporal Spell.save +10 (+3 eff.) ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
blood-soaked pair of rough leather boots of evasion (Corpses) (2 def, 1 armour) blood-soaked pair of rough leather boots of evasion (Corpses) (2 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +1 Defense +2 (+1 eff.) Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Frost Treads (Nightmares) (1 def, 4 armour) Frost Treads (Nightmares) (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 (+1 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 Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
traveler's pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour) traveler's pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Phys.save +7 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.70 Max.stam +21.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Madness) (3 def, 4 armour) Spellhunt Remnants (Madness) (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+1 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
voratun gauntlets of strength (+2) (Madness) (0 def, 3 armour) voratun gauntlets of strength (+2) (Madness) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +16 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Iron Acorn Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying 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 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. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of gale force [power 230] (14/15 cooldown) dwarven-steel torque of gale force [power 230] (14/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
stralite greatsword of projection (Shrouds) (48-77 power, 3 apr) stralite greatsword of projection (Shrouds) (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 48.0 - 76.8 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Shrouds Massive two-handed swords. |
Achievements
By Holy Hell the Dwarf Cursed level 22
31st Iron 123rd year of Ascendancy at 22:43 see stats
By Holy Hell the Dwarf Cursed level 13
16th Dearth 122nd year of Ascendancy at 02:31 see stats
By Holy Hell the Dwarf Cursed level 20
4th Shortage 122nd year of Ascendancy at 12:18 see stats
By Holy Hell the Dwarf Cursed level 22
31st Iron 123rd year of Ascendancy at 23:12 see stats
By Holy Hell the Dwarf Cursed level 10
15th Profit 122nd year of Ascendancy at 08:51 see stats
By Holy Hell the Dwarf Cursed level 20
4th Shortage 122nd year of Ascendancy at 12:10 see stats
By Holy Hell the Dwarf Cursed level 30
18th Gold 123rd year of Ascendancy at 19:54 see stats
By Holy Hell the Dwarf Cursed level 23
13rd Steel 123rd year of Ascendancy at 19:26 see stats
By Holy Hell the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 06:04 see stats
By Holy Hell the Dwarf Cursed level 22
31st Iron 123rd year of Ascendancy at 22:43 see stats
By Holy Hell the Dwarf Cursed level 30
20th Gold 123rd year of Ascendancy at 04:23 see stats
By Holy Hell the Dwarf Cursed level 12
22nd Profit 122nd year of Ascendancy at 08:28 see stats
By Holy Hell the Dwarf Cursed level 22
31st Iron 123rd year of Ascendancy at 22:43 see stats
By Holy Hell the Dwarf Cursed level 16
42nd Dearth 122nd year of Ascendancy at 01:26 see stats
By Holy Hell the Dwarf Cursed level 17
29th Loss 122nd year of Ascendancy at 04:30 see stats
By Holy Hell the Dwarf Cursed level 23
20th Steel 123rd year of Ascendancy at 12:20 see stats
By Holy Hell the Dwarf Cursed level 19
3rd Shortage 122nd year of Ascendancy at 23:18 see stats
By Holy Hell the Dwarf Cursed level 21
10th Shortage 122nd year of Ascendancy at 05:33 see stats
Log
Salebressra the grave wight's glacial vapour area effect hits Salebressra the grave wight for (15 flat reduction), 0 cold (0 total damage).
Salebressra the grave wight's glacial vapour area effect hits Terror for 60 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 50 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 50 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 50 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 60 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 60 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 48 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 60 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 33 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 42 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Terror for 53 cold damage.
Salebressra the grave wight's glacial vapour area effect hits Eilineta the ghoulking for 36 cold damage.
Bloodcaller hits Holy Hell for 3 healing, 3 healing, 3 healing, 2 healing, 3 healing, 2 healing, 3 healing (0 total damage) [19 healing].
Holy Hell's nightmare area effect hits Master vampire for 126 mind damage.
Holy Hell's nightmare area effect hits Salebressra the grave wight for (26 flat reduction), 125 mind (125 total damage).
Holy Hell's nightmare area effect hits Salebressra the grave wight for (26 flat reduction), 95 darkness (95 total damage).
Holy Hell's nightmare area effect hits Eilineta the ghoulking for 84 darkness damage.
Holy Hell's nightmare area effect hits Eilineta the ghoulking for 98 mind damage.
Holy Hell's nightmare area effect hits Master vampire for 124 mind, 62 darkness (186 total damage).
Eilineta the ghoulking's purging blight area effect hits Holy Hell for (7 rampage shugs off), 0 blight (0 total damage).
Master vampire receives 49 healing from Eilineta the ghoulking's purging blight area effect.
Eilineta the ghoulking's purging blight area effect hits Terror for 19 blight damage.
Eilineta the ghoulking's purging blight area effect hits Terror for 16 blight damage.
Eilineta the ghoulking's purging blight area effect hits Terror for 19 blight damage.
Holy Hell's nightmare area effect killed Master vampire!
Holy Hell triggers a trap (Eilineta the ghoulking's warp mine: toward)!
Your movements fuel your rampage! (+1 duration)
The air around Holy Hell grows cold and terrifying shapes begin to coalesce. A nightmare has begun.