











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
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. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 20 / 92% |
Size | medium |
Lifes / Deaths | Killed by Glomina the large white snake at level 11 on the 76th Dusk 122nd year of Ascendancy at 12:15 2 / 3Killed by Porutha the white jelly at level 20 on the 73rd Pyre 123rd year of Ascendancy at 11:28 Killed by Mayodhethra the sandworm at level 20 on the 75th Pyre 123rd year of Ascendancy at 07:50 |
Primary Stats
Strength | 60 (base 48) |
Dexterity | 26 (base 10) |
Constitution | 16 (base 10) |
Magic | 11 (base 10) |
Willpower | 49 (base 41) |
Cunning | 15 (base 10) |
Resources
Life | 544/544 |
Hate | 111/111 |
Healing Factor | 1.2545771506545 |
Regeneration | 11.604838643554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 66 |
Accuracy | 29 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Physical | +8% |
Mind | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +22% |
Nature | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 35 (35%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 12 |
Physical Save | 51 |
Spell Save | 33 |
Mental Save | 38 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 17%( 70%) |
Cold | + 27%( 70%) |
All | + 9%( 70%) |
Lightning | + 30%( 70%) |
Light | + 17%( 70%) |
Temporal | + 27%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 24%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Disarm Resistance | 20% |
Knockback Resistance | 40% |
Stun Resistance | 30% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by multi-hued crystal. Escort: repented thief (level 3 of Scintillating Caves) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +3% Resists +3% blight Crit.chn- 5.00% Spell.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +80.00 Blind- +10% Silence- +20% 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. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +11 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Disarm- +20% ---------- misc Stam/turn +0.80 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +1 Mag dps ---------- Res.pen +22% physical ----- def ----- Fatigue -7% Resists +9% darkness +6% blight Crit.chn- 5.00% Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 5 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 On Hit (Ranged): * 12% chance to reduce all saves and defense by 20 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 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 +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +12% temporal Crit.chn- 5.00% HP.reg +2.00 Silence- +20% Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +2 Mag dps ---------- Mind.crit +4% ---------- misc Vim/s.crit +2.00 Max.hate +4.00 Curse of Nightmares Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% lightning +5% temporal +6% cold +3% acid Mind.save +3 (+1 eff.) Silence- +10% Knockbk- +20% Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +4 temporal +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +17% fire +3% temporal ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 fire On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +9% light +11% cold 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. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +16% mind Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +12% darkness +3% cold +28% mind +9% all Phys.save +30 (+10 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 349 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +5 Con dps ---------- Dmg.mod +13% acid Res.pen +25% nature ----- def ----- Resists +26% acid +6% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +11% blight +11% light Res.pen +20% darkness Melee Ret 2 cold ----- def ----- Resists +11% blight +6% cold +22% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +10% mind ----- def ----- Armour +8 Resists +10% mind Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego+] Master Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Curse of Shrouds Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind While equipped: ----- def ----- Defense +20 (+10 eff.) Resists +5% arcane +3% acid Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +41.00 Curse of Nightmares Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Normal] Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Curse of Shrouds Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +2.0% Acc +11 (+6 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Nature/Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature On Hit: * 5% chance to slow global speed by 46% Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Disrupt Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: Stats +1 Wil +3 Cun +5 Con dps ---------- Res.pen +5% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness Curse of Misfortune Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +3 Mag +5 Wil +3 Cun +5 Con dps ---------- Res.pen +13% physical Acc +15 (+8 eff.) Apr +14 ----- def ----- Resists +3% blight +6% light +5% arcane Curse of Nightmares Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Disrupt Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +13% Unnatural While equipped: Stats +6 Wil dps ---------- Crit.mult +15.00% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +5% arcane +3% lightning ---------- misc Max.hate +2.00 Curse of Madness Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +3.5% Atk.spd 100% Phasing +20% While equipped: Stats +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +5% blight +3% physical +12% cold Disease- +14% ---------- misc Max.stam +30.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature +8 lightning While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Defense +20 (+10 eff.) Resists +15% fire Crit.chn- 10.00% Curse of Shrouds One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 lightning +4 cold While equipped: dps ---------- Dmg.mod +3% cold Acc +5 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +6% mind Disarm- +22% Curse of Nightmares One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +6% acid +5% blight Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% light On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +6% lightning +6% temporal Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Spell.save +5 (+3 eff.) ---------- misc Size +1 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Resists +6% acid +5% blight ---------- misc Stam/turn +3.00 Max.stam +10.00 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight Spell.save +3 (+2 eff.) Heal.mod +5% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +10 (+9 eff.) Acc +20 (+10 eff.) Melee Ret 2 blight ----- def ----- Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Mana/s.crit +2.00 Size +1 Curse of Madness A belt that goes around your waist. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +20 (+6 eff.) ----- def ----- Armour +4 Defense +20 (+10 eff.) Fatigue +3% Resists +10% fire +11% cold Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Die.at -20.00 life Max.HP +20.00 Cut- +20% ---------- misc Max.enc +21 Curse of Madness A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+8 eff.) Acc +30 (+14 eff.) ----- def ----- Armour +3 Fatigue -8% Resists +6% light Phys.save +20 (+7 eff.) ---------- misc Max.enc +31 Curse of Corpses A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun +2 Con dps ---------- Crit.mult +10.00% Res.pen +5% arcane ----- def ----- Armour +1 Crit.chn- 5.00% ---------- misc Mana/turn +0.04 Max.mana +20.00 Curse of Shrouds Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Str +1 Dex dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal +9% acid ---------- misc See.Invis +15 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 * 20% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Armour +3 Resists +6% light Spell.save +9 (+5 eff.) Curse of Misfortune Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +10% fire Res.pen +5% nature Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +15% fire Curse of Madness A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex +1 Mag +1 Cun dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +20% nature ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +4% ---------- misc Infravis +2 Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 202.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Acc +20 (+10 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +1.00 Max.stam +20.00 Infravis +2 Curse of Shrouds A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +7 Dex +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% physical ----- def ----- Armour +10 Fatigue +4% Resists +10% darkness ---------- misc Infravis +4 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [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 (+6 eff.) Mind.save +12 (+4 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire ---------- misc Light +3 Curse of Nightmares A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +3 Dex +6 Wil +3 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +3% temporal +9% darkness +7% blight +6% fire Mind.save +6 (+2 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +12% mind +6% cold ---------- misc Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +2% physical +15% fire Curse of Shrouds A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Nightmares The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Spell.crit +1% Crit.mult +10.00% ----- def ----- Armour +11 Fatigue +22% Resists +21% acid +7% cold HP.reg +2.40 ---------- misc Stam/turn +0.50 Breathe water Curse of Shrouds A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: dps ---------- Dmg.mod +15% cold On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning +3% acid ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Psionic When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +17 While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 20 On Melee Ret: * 12% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) Dmg.mod +9% fire Res.pen +5% nature +25% fire Melee Ret 2 fire ----- def ----- Defense +6 (+3 eff.) Resists +8% blight +7% darkness Phys.save +15 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +19 (+7 eff.) ---------- misc Light +6 Infravis +5 See.Stealth +7 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 24 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid ----- def ----- Resists +18% fire Phys.save +9 (+3 eff.) ---------- misc Max.stam +20.00 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 284 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.12 Reveal the area around you, dispelling darkness (radius 10, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By Spellbane the Thalore Cursed level 16
10th Allure 123rd year of Ascendancy at 18:52 see stats
By Spellbane the Thalore Cursed level 10
55th Dusk 122nd year of Ascendancy at 18:23 see stats
By Spellbane the Thalore Cursed level 20
71st Pyre 123rd year of Ascendancy at 00:17 see stats
By Spellbane the Thalore Cursed level 19
69th Pyre 123rd year of Ascendancy at 21:56 see stats
By Spellbane the Thalore Cursed level 12
8th Haze 122nd year of Ascendancy at 01:17 see stats
By Spellbane the Thalore Cursed level 10
63rd Dusk 122nd year of Ascendancy at 14:31 see stats
By Spellbane the Thalore Cursed level 16
63rd Pyre 123rd year of Ascendancy at 17:16 see stats
Log
Elowyn the gigantic corrosive tunneler's acid area effect hits Terror for 39 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Terror for 39 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Animated steady yew longbow of enduring (Corpses) for 13 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Terror for 39 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Mayodhethra the sandworm for 39 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Terror for 39 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Terror for 35 acid damage.
Elowyn the gigantic corrosive tunneler's acid area effect hits Arugamina the sandworm for (34 rampage shugs off), 5 acid (5 total damage).
Spellbane's nightmare area effect hits Polyletha the black ooze for 16 to psi, 23 mind (38 total damage).
Animated steady yew longbow of enduring (Corpses) is no longer weakened.
Terror hits Arugamina the sandworm for 19 physical damage.
Your summoned terror disappears.
Mayodhethra the sandworm uses Evasion.
Mayodhethra the sandworm tries to evade attacks.
Animated steady yew longbow of enduring (Corpses) shoots!
Mayodhethra the sandworm performs a melee critical strike against Spellbane!
Blade Flurry performs a melee critical strike against Terror!
Blade Flurry performs a melee critical strike against Terror!
Mayodhethra the sandworm hits Spellbane for 97 physical damage.
Blade Flurry hits Terror for 130 physical, 87 physical (217 total damage).
Melee retaliation hits Mayodhethra the sandworm for 4 fire, 4 fire (7 total damage).
Spellbane the level 20 thalore cursed was skewered to death by Mayodhethra the sandworm on level 4 of Sandworm lair.
You have 2 life(s) left.
Terror is not stunned anymore.
Animated steady yew longbow of enduring (Corpses) is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayodhethra the sandworm killed Spellbane!
Saving game...
Saving done.