










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! 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. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
Class | Cursed |
Level / Exp | 22 / 84% |
Size | medium |
Lifes / Deaths | Killed by Eilinywen the giant red ant at level 20 on the 16th Regrowth 123rd year of Ascendancy at 20:38 2 / 4Killed by Emeloravena the dremling at level 21 on the 43rd Regrowth 123rd year of Ascendancy at 22:19 Killed by Glowe the yellow ooze at level 22 on the 62nd Regrowth 123rd year of Ascendancy at 12:16 Killed by TheOldMan at level 22 on the 62nd Regrowth 123rd year of Ascendancy at 12:36 |
Primary Stats
Strength | 63 (base 45) |
Dexterity | 13 (base 10) |
Constitution | 23 (base 10) |
Magic | 13 (base 10) |
Willpower | 56 (base 50) |
Cunning | 12 (base 10) |
Resources
Life | 686/686 |
Hate | 100/100 |
Healing Factor | 1.3702151851584 |
Regeneration | 5.8234145369231 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 97 |
Accuracy | 33 |
Crit Chance | 16% |
APR | 10 |
Speed | 0.91 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Lightning | +9% |
Light | +17% |
Temporal | +6% |
Blight | +6% |
Physical | +6% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Darkness | +10% |
Arcane | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 35.317011280365 (72.903125182002%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 22 |
Physical Save | 32 |
Spell Save | 26 |
Mental Save | 30 |
Defense: Resistances
Blight | + 18%( 70%) |
Physical | + 4%( 70%) |
Cold | + 10%( 70%) |
All | + 4%( 70%) |
Darkness | + 4%( 70%) |
Light | + 33%( 70%) |
Temporal | + 7%( 70%) |
Lightning | + 18%( 70%) |
Mind | + 13%( 70%) |
Fire | + 12%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Silence Resistance | 10% |
Confusion Resistance | 38% |
Fear Resistance | 18% |
Stun Resistance | 38% |
Poison Resistance | 10% |
Knockback Resistance | 18% |
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 250 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: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Velukira the rattlesnake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Silothra the white wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. 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 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.' 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 bear paw. * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Dmg.mod +6% physical Res.pen +20% physical ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +1.00 Curse of Nightmares 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 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.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +3% mind +6% cold ---------- misc Infravis +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% acid +6% blight Acc +7 (+4 eff.) Apr +8 Melee Ret 2 blight ----- def ----- Defense +9 (+4 eff.) Resists +3% blight Phys.save +10 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +9% lightning +9% nature Phys.save +4 (+2 eff.) Poison- +10% Silence- +10% Stun/Frz- +10% ---------- misc Light +3 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +7 Resists +3% temporal +3% fire Die.at -20.00 life Max.HP +100.00 Confus- +20% Curse of Shrouds Create a temporary shield that absorbs 188 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 cold On Crit.r2 +4 darkness +16 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +12.0% Phys.spd +10% Res.pen +10% darkness Acc +14 (+7 eff.) Curse of Madness Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Fatigue +3% Resists +3% mind +6% lightning Max.HP +40.00 HP.reg +4.00 Heal.mod +5% ---------- misc Stam/turn +0.80 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +12 Defense +8 (+4 eff.) Fatigue +12% Resists +3% mind Crit.chn- 5.00% Mind.save +11 (+6 eff.) Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +11 (+5 eff.) Resists +3% nature Crit.chn- 5.00% Max.HP +31.00 Heal.mod +15% 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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% temporal +7% light +8% darkness Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 7% chance to reduce damage dealt by 22% * 7% chance to blind ----- def ----- Resists +12% blight Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 442% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 168 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +15% light +10% darkness Blind- +20% ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% nature Melee Ret 2 nature ----- def ----- Resists +3% blight Spell.save +9 (+4 eff.) HP.reg +1.00 Stun/Frz- +22% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +6% acid +12% fire Res.pen +25% blight +5% acid ----- def ----- Resists +3% blight +24% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +16 (+8 eff.) Melee Ret 2 acid ----- def ----- Defense +23 (+11 eff.) Resists +3% blight +3% temporal Die.at -40.00 life Disarm- +67% Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Phys.crit +1.0% Acc +7 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning +9% cold Die.at -40.00 life Disarm- +38% Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +9% all Acc +24 (+10 eff.) Apr +17 Curse of Nightmares Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 light +16 cold Against +10% Undead Curse of Madness Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Master/Psionic Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+7 eff.) Curse of Madness Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +20 arcane While equipped: dps ---------- Dmg.mod +3% nature +3% blight Res.pen +10% blight Acc +7 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +31% Curse of Madness Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% ----- def ----- Die.at -80.00 life ---------- misc Psi/ret +0.08 Curse of Corpses Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Wil dps ---------- Phys.crit +10.0% Dmg.mod +9% mind Res.pen +10% fire ---------- misc Equi/ret +0.16 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +3.0% Atk.spd 100% Phasing +17% Melee+ +10 blight +8 nature On Hit: * 14% chance to reduce strength, dexterity, and constitution by 8 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 4 temporal Curse of Nightmares Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +12% cold +6% light +6% darkness Acc +11 (+6 eff.) ----- def ----- Resists +6% light +18% cold Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning +25% nature Melee Ret 6 nature Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 cold While equipped: Stats +3 Mag +6 Wil dps ---------- Spell.pwr +10 (+8 eff.) Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +5% Undead While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 24.0 - 33.6 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 +2 Str +3 Mag +6 Wil +3 Con dps ---------- Dmg.mod +6% darkness Res.pen +10% cold ----- def ----- Resists +6% darkness Curse of Shrouds Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.0% Atk.spd 100% Melee+ +4 physical While equipped: Stats +8 Str +2 Dex dps ---------- Dmg.mod +6% nature +7% physical Acc +10 (+5 eff.) Curse of Misfortune One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con +7 Wil dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Max.HP +46.00 Disarm- +23% Curse of Madness One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Acc +7 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +23% Curse of Madness One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+3 eff.) ----- def ----- Disease- +12% Curse of Shrouds One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Death 2 Curse of Nightmares One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% blight Crit.chn- 15.00% ---------- misc Light +2 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +6% nature Phys.save +5 (+2 eff.) Curse of Madness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% lightning +9% blight Res.pen +5% blight +5% darkness +10% lightning ----- def ----- Phys.save +5 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +4 Con dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +12% mind Res.pen +5% mind ----- def ----- Resists +5% arcane Phys.save +6 (+3 eff.) Curse of Corpses A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +2 (+1 eff.) Dmg.mod +12% arcane Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% lightning 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. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% fire Melee Ret 8 fire ----- def ----- Defense +1 (+0 eff.) Resists +6% fire 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. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +10% Knockbk- +20% 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. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) 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. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% cold Melee Ret 2 acid 2 lightning On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+8 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all Curse of Nightmares An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Dmg.mod +6% blight +6% nature +10% arcane Res.pen +10% blight ----- def ----- Resists +11% darkness +12% mind +9% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +23 (+11 eff.) Poison- +28% Disease- +24% ---------- misc Max.mana +20.00 The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Armour +1 Resists +3% acid +3% fire +6% nature Spell.save +9 (+4 eff.) Stealth +5 ---------- misc Max.psi +30.00 Curse of Misfortune A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +3% blight +3% cold +3% nature Curse of Misfortune Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 19% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid +15% mind Melee Ret 2 mind ----- def ----- Armour +1 Fatigue -5% Resists +3% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Curse of Madness A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +7% fire +5% cold 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% acid +4% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +3% nature +3% mind Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Acc +6 (+3 eff.) ----- def ----- Armour +1 Resists +6% lightning +9% fire +3% cold Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+9 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. Curse of Shrouds This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Mag dps ---------- Melee Ret 6 darkness ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Crit.chn- 5.00% ---------- misc Infravis +1 Curse of Nightmares A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% arcane +20% lightning Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +9% lightning Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +1 Fatigue +1% Curse of Corpses Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 152.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness Curse of Shrouds 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 [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% Spell.pwr +25 (+16 eff.) Dmg.mod +18% arcane Res.pen +10% lightning +10% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.70 ---------- misc Stam/turn +0.70 Curse of Misfortune A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +20% lightning +10% acid ----- def ----- Armour +20 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+6 eff.) Heal.mod +10% Pinning- +20% Curse of Madness A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +12% blight +21% darkness +23% lightning ---------- misc Light +1 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning HP.reg +4.10 ---------- misc Stam/turn +0.80 Curse of Nightmares A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +6 Str +4 Dex +2 Mag +4 Cun dps ---------- Melee Ret 6 darkness ----- def ----- Armour +5 Defense +6 (+3 eff.) Fatigue +6% ---------- misc See.Invis +9 Curse of Madness A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.00 ---------- misc Stam/turn +0.70 Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% fire Curse of Nightmares A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Phasing +20% While equipped: Stats +1 Mag dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% blight ----- def ----- Armour +4 Fatigue +8% Resists +16% fire Max.HP +80.00 ---------- misc Mana/s.crit +2.00 Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +5% acid ----- def ----- Armour +2 Fatigue +8% Resists +6% blight +16% cold +6% light ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +12 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 17% ----- def ----- Armour +6 Fatigue +8% Resists +10% acid +10% mind ---------- misc Talents +1 Block Curse of Madness 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness ----- def ----- Fatigue -4% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Stam/turn +3.00 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 [Rare] Nature While equipped: Stats +3 Dex +2 Mag +3 Wil ----- def ----- Max.HP +40.00 ---------- 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +3 Wil +1 Con dps ---------- Dmg.mod +3% cold Melee Ret 11 fire ----- def ----- Resists +6% fire Crit.chn- 5.00% ---------- misc Light +3 See.Invis +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 [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ---------- misc Stam/turn +1.00 Light +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. |
![]() 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] Master While equipped: ---------- 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +6% fire Res.pen +20% light Melee Ret 2 nature ----- def ----- Resists +3% fire ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 366 Base Damage: 171 Armor: 5 All Resist: 7 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 [Ego+] Arcane Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 14% chance to evade weapon attacks 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 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 TheOldMan the Cornac Cursed level 16
29th Haze 122nd year of Ascendancy at 23:00 see stats
By TheOldMan the Cornac Cursed level 21
43rd Regrowth 123rd year of Ascendancy at 22:06 see stats
By TheOldMan the Cornac Cursed level 21
61st Regrowth 123rd year of Ascendancy at 13:55 see stats
By TheOldMan the Cornac Cursed level 10
70th Dusk 122nd year of Ascendancy at 04:45 see stats
By TheOldMan the Cornac Cursed level 20
16th Regrowth 123rd year of Ascendancy at 20:10 see stats
By TheOldMan the Cornac Cursed level 20
24th Regrowth 123rd year of Ascendancy at 02:19 see stats
By TheOldMan the Cornac Cursed level 13
4th Haze 122nd year of Ascendancy at 12:20 see stats
By TheOldMan the Cornac Cursed level 13
2nd Haze 122nd year of Ascendancy at 08:44 see stats
By TheOldMan the Cornac Cursed level 15
12nd Haze 122nd year of Ascendancy at 08:17 see stats
By TheOldMan the Cornac Cursed level 22
62nd Regrowth 123rd year of Ascendancy at 12:36 see stats
Log
From the brink of death you seem to be yanked to another plane.
Glowe the yellow ooze killed TheOldMan!
Saving game...
Talent Slash is ready to use.
Talent Beckon is ready to use.
Talent Dig is ready to use.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Harass Prey is ready to use.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Blindside is ready to use.
TheOldMan activates Gloom.
TheOldMan activates Stalk.
Talent Frenzy is ready to use.
Talent Repel is ready to use.
TheOldMan activates Repel.
Talent Savage Hunter is ready to use.
Talent Infusion: Regeneration is ready to use.
TheOldMan activates Savage Hunter.
Talent Infusion: Healing is ready to use.
Talent Dominate is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!