










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 27 / 60% |
| Size | big |
| Lifes / Deaths | Killed by war hound at level 27 on the 1st Decay 122nd year of Ascendancy at 11:08 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 77 (base 56) |
| Dexterity | 20 (base 12) |
| Constitution | 41 (base 24) |
| Magic | 13 (base 10) |
| Willpower | 58 (base 37) |
| Cunning | 32 (base 11) |
Resources
| Life | -46/690 |
| Hate | 100/100 |
| Equilibrium | 31 |
| Healing Factor | 1.8184158325317 |
| Regeneration | 4.1823564148229 |
Speed
| Mental | +43.932003161338% |
| Attack | 0% |
| Movement | +274.9650922794% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 33 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 0.69 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Light | +10% |
| Physical | +45% |
| Nature | +26% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 60.08934837382 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 26 |
| Fatigue | 30 |
| Physical Save | 45 |
| Spell Save | 41 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 32%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 19%( 80%) |
| Light | + 39%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 16%( 70%) |
| Physical | -46%( 75%) |
| Fire | + 46%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 11% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cursed / Rampage | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Antimagic Shield |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target physical resistance is reduced by 58%. Lowered physical resistance |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 19%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: 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 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 19%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 26% resistance against fire. Resolve |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is rampaging! (+275% movement speed, +44% attack speed, +20% physical damage, +10 physical save, +10 mental save, 38/38 damage shrugged off this turn) Rampaging |
| detrimental effect | The target nature resistance is reduced by 58%. Lowered nature resistance |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by great wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of dwarven-steel boots 'Goreblast' (Corpses) (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +18% nature +7% physical Melee Ret 20 nature ----- def ----- Armour +4 Fatigue +3% Resists +12% nature ---------- misc Size +1 Curse of Corpses Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Ce'Ninn the steel torque of mindblast [power 137] (6 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% acid +6% temporal +9% blight +12% lightning Spell.save +30 (+10 eff.) Fire a blast of psionic energies in a range 8 beam dealing 68.50 to 137.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth (Misfortune)0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | treant's copper ring of pilfering (Nightmares)0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +5% blight Poison- +11% Disease- +12% Curse of Nightmares 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 89% 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. |
| Around waist | Girdle of the Calm Waters (Shrouds)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In main hand | voratun greatsword 'Faledemnir' (Shrouds) (76-121.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 76.0 - 121.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +73 insidious poison +34 mind On Crit.r2 +8 acid On Hit: * 40% chance to corrode armour by 30% * 34% chance to cause random gloom While equipped: Stats +10 Cun +3 Wil dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Curse of Shrouds Massive two-handed swords. |
| On hands | Zubuda the hardened leather gloves (Shrouds) (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex dps ---------- Mind.crit +9% ----- def ----- Armour +2 HP.reg +1.90 ---------- misc Stam/turn +0.90 Hate/m.crit +5.00 Max.stam +15.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Sepsiswire the stralite plate armour (Nightmares) (7 def, 37 armour)17.0 T4 massive armor [Random Unique] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +37 Defense +7 (+3 eff.) Fatigue +19% Resists +5% arcane +17% fire +6% nature +9% cold Phys.save +8 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. |
| Cloak | Destala's Scales (Corpses) (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Curse of Corpses Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Around neck | gold amulet 'Dawnripper'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% acid Melee Ret 16 light On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to blind ----- def ----- Resists +6% light Amulets can have magical properties. |
Inventory
heroism infusion (+7 for 10 turns, die at -377)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -377 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 199 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 25% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
heat beam rune of the titan (165 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 164.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Gloreldana the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% temporal Mind.save +12 (+6 eff.) Pinning- +20% Knockbk- +20% ---------- misc Max.hate +4.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
insulating steel amulet of mastery (0.15 Cursed / Rampage)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% cold +12% fire ---------- misc Masteries +0.15 Cursed/Rampage Amulets can have magical properties. |
steel amulet 'Starrazor'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +5% arcane Res.Cap +4% all Phys.save +14 (+5 eff.) Amulets can have magical properties. |
Vargh Redemption (Misfortune)0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Misfortune Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.64 cold and 22.74 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring (Nightmares)0.1 T1 ring jewelry [Normal] Curse of Nightmares Rings can have magical properties. |
copper ring (Shrouds)0.1 T1 ring jewelry [Normal] Curse of Shrouds Rings can have magical properties. |
copper ring (Shrouds)0.1 T1 ring jewelry [Normal] Curse of Shrouds Rings can have magical properties. |
warrior's copper ring of blight (+11%) (Misfortune)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Curse of Misfortune Rings can have magical properties. |
wizard's copper ring (Madness)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Curse of Madness Rings can have magical properties. |
insidious steel battleaxe of massacre (Shrouds) (28.5-42.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +19 insidious poison Curse of Shrouds Massive two-handed battleaxes. |
stralite battleaxe of daylight (Shrouds) (47.5-71.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 47.5 - 71.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 light Against +28% Undead Curse of Shrouds Massive two-handed battleaxes. |
thought-forged stralite dagger of vileness (Shrouds) (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Psionic Power 29.0 - 37.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 blight +12 mind On Hit: * 17% chance to disease * 16% chance to cause random gloom While equipped: Stats +4 Cun +4 Wil Curse of Shrouds Sharp, short and deadly. |
stralite greatmaul of massacre (Shrouds) (66-99 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Master Power 66.0 - 99.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
arcing dwarven-steel greatsword of erosion (Corpses) (37.5-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Nature Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 lightning +17 temporal +9 nature On Hit: * 25% chance for lightning to arc to a second target Curse of Corpses Massive two-handed swords. |
elven-wood longbow (Madness)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Curse of Madness Longbows are used to shoot arrows at your foes. |
Corpathus (Corpses) (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +28.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +44.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Noonwilder the iron longsword (Shrouds) (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +11 insidious poison While equipped: Stats +2 Cun +1 Con dps ---------- Res.pen +10% light ---------- misc Infravis +1 See.Invis +6 Curse of Shrouds Sharp, long, and deadly. |
Serpentkiller (Nightmares) (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Psionic Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 darkness Against +16% Living While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% acid +6% temporal +12% darkness +6% cold +5% arcane +18% fire Curse of Nightmares Blunt and deadly. |
stralite mace (Corpses) (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Curse of Corpses Blunt and deadly. |
Fireworm (Madness) (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.0 - 13.2 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Res.pen +10% fire Melee Ret 16 fire ----- def ----- Armour +10 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +9% cold Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Poison- +20% Disease- +10% Teleport- +20% ---------- misc Equi/ret +1.90 Curse of Madness 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. |
glacial hardened leather sling of recursion (Madness)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +10 cold On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +8% cold ----- def ----- Armour +9 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
glacial dwarven-steel waraxe of purging (Corpses) (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Disrupt Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 nature On Crit.r2 +13 ice On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +7 Curse of Corpses One-handed war axes. |
Aramira the Lavawolf (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +25% fire Melee Ret 20 acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layisethra (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Con ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Heal/summ +40 ---------- misc Equi/ret +0.12 Hate/m.crit +1.00 Max.psi +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shineterror (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +15% temporal Melee Ret 4 light ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% temporal ---------- misc Light +3 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Eldoral (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Cun +1 Dex ----- def ----- Defense +2 (+1 eff.) 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. |
enveloping linen cloak (Nightmares) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of iron boots of evasion (Corpses) (12 def, 3 armour)3.0 T1 feet armor [Ego++] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +12 (+6 eff.) Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of uncanny dodging (Corpses) (2 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% ---------- misc Infravis +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Blastvein' (Corpses) (0 def, 11 armour)3.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Armour +11 Fatigue +3% Resists +8% lightning +7% temporal HP.reg +2.40 Heal.mod +11% ---------- misc Light +2 Infravis +2 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of evasion (Shrouds) (10 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Curse of Shrouds Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 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 20% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Khelegatar the rough leather gloves (Misfortune) (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% mind ----- def ----- Armour +1 Resists +3% nature +3% lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Curse of Corpses These gloves are coated with a thick, green liquid. |
iron gauntlets 'Dagotar' (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +2 Str +6 Wil dps ---------- Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Fatigue -2% Resists +6% light ---------- misc Light +1 See.Invis +6 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's rough leather gloves of dexterity (+3) (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +12 (+6 eff.) ----- def ----- Armour +1 Resists +6% nature Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+3) (Nightmares) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +2 HP.reg +2.50 ---------- misc Stam/turn +1.00 Max.stam +19.00 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (Misfortune) (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral iron gauntlets (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% darkness Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Gegana the Brandknave (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +6% darkness +10% blight +6% nature +3% light Curse of Nightmares A cap made of leather. |
Tulondil (Shrouds) (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +2 Cun dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +9% physical ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+2 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (Shrouds) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat (Madness) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.13 Curse of Madness A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+4) (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% Curse of Misfortune A cap made of leather. |
reinforced leather armour of acid resistance (Corpses) (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +21% acid Curse of Corpses A suit of armour made of leather. |
reinforced leather armour of acid resistance (Misfortune) (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +21% acid Curse of Misfortune A suit of armour made of leather. |
Naruigas the Bogtrail (Shrouds) (6 def, 2 armour, 40.5 block)7.0 T2 shield armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 acid Dmg.mod +6% nature Melee Ret 10 acid On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% mind +6% fire Max.HP +46.00 ---------- misc Talents +2 Block Curse of Shrouds Handheld deflection devices. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Thundermoon the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% light Res.pen +5% lightning +10% light Apr +6 On Hit (Melee): * 30% chance to daze at end of turn While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Turuchik the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Mind.save +3 (+2 eff.) Heal/summ +30 ---------- misc Equi/ret +0.04 Light +2 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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
iron torque of thermal psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of thorny skin [power 20] (24 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
shadowy elven-wood wand of clairvoyance [power 13] (6 cooldown)2.0 T4 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 41 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By The Golden Touch the Cornac Cursed level 16
17th Dusk 122nd year of Ascendancy at 20:32 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Golden Touch the Cornac Cursed level 22
6th Haze 122nd year of Ascendancy at 16:20 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By The Golden Touch the Cornac Cursed level 18
39th Dusk 122nd year of Ascendancy at 07:38 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Golden Touch the Cornac Cursed level 26
76th Haze 122nd year of Ascendancy at 12:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By The Golden Touch the Cornac Cursed level 10
1st Summertide 122nd year of Ascendancy at 13:54 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By The Golden Touch the Cornac Cursed level 20
44th Dusk 122nd year of Ascendancy at 00:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By The Golden Touch the Cornac Cursed level 16
24th Dusk 122nd year of Ascendancy at 15:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By The Golden Touch the Cornac Cursed level 9
6th Mirth 122nd year of Ascendancy at 20:05 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Golden Touch the Cornac Cursed level 23
56th Haze 122nd year of Ascendancy at 19:03 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By The Golden Touch the Cornac Cursed level 23
56th Haze 122nd year of Ascendancy at 03:27 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Golden Touch the Cornac Cursed level 18
39th Dusk 122nd year of Ascendancy at 03:59 see stats
Log
The Golden Touch is less vulnerable to physical.
Black jelly is weakened by the gloom.
The Golden Touch receives 7 healing.
The Golden Touch misses War hound.
War hound hits Terror for 241 physical damage.
Aerobeth the mean looking elven guard slows down.
Aerobeth the mean looking elven guard summons a War Hound!
Aerobeth the mean looking elven guard's mind surges with critical power!
Aerobeth the mean looking elven guard's mind surges with critical power!
Terror becomes more vulnerable to physical.
The Golden Touch becomes more vulnerable to physical.
Terror becomes more vulnerable to physical.
Aerobeth the mean looking elven guard has heard the hateful whisper!
Aerobeth the mean looking elven guard resists the mind attack!
Hateful Whisper from The Golden Touch hits Aerobeth the mean looking elven guard for 35 mind damage.
Black jelly misses Terror.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Terror for 464 fire damage.
Ritch flamespitter killed Terror!
The Golden Touch is less vulnerable to fire.
The Golden Touch receives 6 healing.
The Golden Touch misses War hound.
You fight through the pain! (+13 hate)
War hound hits The Golden Touch for 262 physical damage.
The Golden Touch hits War hound for 5 acid, 18 light, 25 nature (48 total damage).
Your hatred grows even as your life fades! (+33 hate)
Saving game...


















































































































