











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 30 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 30 on the 39th Regrowth 123rd year of Ascendancy at 21:56 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 38 (base 12) |
| Dexterity | 33.545467261063 (base 12) |
| Constitution | 40.545467261063 (base 12) |
| Magic | 24 (base 12) |
| Willpower | 80.545467261063 (base 57) |
| Cunning | 94 (base 60) |
Resources
| Life | -243/893 |
| Hate | 106/106 |
| Psi | 8/201 |
| Steam | 100/100 |
| Healing Factor | 0.85761665775865 |
| Regeneration | 86.764557514952 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +81.719216211915% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 48.521131486849 |
| See Invisible | 69.066598747912 |
Offense: Barehand
| Damage | 83 |
| Accuracy | 62 |
| Crit Chance | 37% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +13% |
| Physical | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (38.536585365854%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 6.669446550417 |
| Physical Save | 29 |
| Spell Save | 34 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 57%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 55%( 70%) |
| Darkness | + 67%( 84%) |
| Light | + 70%( 70%) |
| Physical | + 65%( 76%) |
| Lightning | + 64%( 70%) |
| Mind | + 58%( 70%) |
| Fire | + 67%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Bleed Resistance | 50% |
| Confusion Resistance | 0% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Beyond the Flesh |
| talent | Molten Iron Blood |
| talent | Striking Stance |
| talent | Automated Cloak Tessellation |
| talent | Deflection |
| talent | Call Shadows |
| talent | Charged Shield |
| talent | Kinetic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +11% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | Reduces global action speed by 50%. Slow |
| beneficial effect | Increases global action speed by 28%. Reflexive Dodging |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.3): 24%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 24% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 43 mind and 43 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 24%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 56 Mind damage, and deal 56 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Increases defense by 11. Mobile Defense |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 81.48 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | A flow of life spins around the target, regenerating 84.81 life per turn. Regeneration |
| beneficial effect | You gain 30% resistance against cold. Resolve |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+26% resist all). Shroud of Death |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+26% resist all). Shroud of Passing |
| detrimental effect | The target takes 40% more damage from necrotic minions. Rigor Mortis |
| beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +25 Darkness Resistance, +14% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 26% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 26% for 3 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Drake's Bane (Shrouds) (45-67.5 power, 33 apr) 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 129% Wil Acc+ +0.3% crit chance (max 25%) Apr +33 Crit +14.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| Light source | Summertide Phial1.0 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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cyralenor the dwarven-steel helm (Shrouds) (0 def, 4 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag +13 Cun +4 Con ----- def ----- Armour +4 Fatigue +4% Mind.save +12 (+4 eff.) ---------- misc See.Invis +6 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xerokira the ash totem of healing [power 206] (6/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical Phasing +20% On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Die.at -80.00 life Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's steel ring of misery (Shrouds)0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 12 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 33 On Hit (Ranged): * 12% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| On fingers | Branudir the gold ring (Nightmares)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Res.pen +5% mind Acc +9 (+2 eff.) ----- def ----- Armour +4 Resists +2% physical +5% arcane +12% nature Phys.save +3 (+1 eff.) Heal.mod +10% Curse of Nightmares Rings can have magical properties. |
| Around waist | rough leather belt 'Zuboyanor' (Shrouds)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) Max.HP +34.00 ---------- misc Max.psi +50.00 Curse of Shrouds A belt that goes around your waist. |
| Main armor | cured leather armour 'Lightravager' (Shrouds) (6 def, 9 armour) 9.0 T2 light armor [Random Unique] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +7% Resists +14% fire +12% physical Max.HP +34.00 HP.reg +8.70 Heal.mod +13% ---------- misc Stam/turn +0.80 Light +2 Curse of Shrouds A suit of armour made of leather. |
| On feet | pair of iron boots 'Galefear' (Nightmares) (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% lightning Res.pen +5% lightning Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +6% light Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Gathra the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour) 1.5 T2 hands armor [Rare] Disrupt While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil dps ---------- On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +12% mind Spell.save +13 (+6 eff.) Disarm- +90% ---------- misc Infravis +2 Talents +4 Iron Grip Unarmed combat: Power 19.5 - 27.3 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20 arcane resource burn Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | linen cloak 'Blindobsidian' (Madness) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% lightning +12% cold +12% fire ---------- misc Light +1 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. |
| Around neck | grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +11% Cut- +50% Stun/Frz- +23% Heal: Puts all charms on 35 cooldown Level 3.9 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 390 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
movement infusion of the titan (speed 528%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 439; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 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 439 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 409; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Baraderath the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Armour +2 Fatigue -10% Resists +16% lightning Mind.save +3 (+1 eff.) HP.reg +4.00 Disarm- +20% Confus- +10% Stun/Frz- +22% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Goleneg the Blastimmortal0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +12% light +12% acid Melee Ret 8 acid ----- def ----- Resists +15% lightning +16% fire +20% cold ---------- misc Light +2 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. |
Bethomira the copper ring (Corpses)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Res.pen +20% physical ----- def ----- Fatigue -5% Spell.save +3 (+2 eff.) Heal.mod +5% ---------- misc Max.enc +22 Curse of Corpses Rings can have magical properties. |
Undeathnail the copper ring (Shrouds)0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Res.pen +10% nature ----- def ----- Phys.save +4 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +1.00 Curse of Shrouds Rings can have magical properties. |
mule's copper ring of frost (+22%) (Nightmares)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +20 Curse of Nightmares Rings can have magical properties. |
psionicist's copper ring of corrosion (+22%) (Shrouds)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +4 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
Shantiz the Stormblade (Nightmares) (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 108% Cun Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
warbringer's dwarven-steel dagger (Corpses) (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 21.0 - 27.3 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +15% Curse of Corpses Sharp, short and deadly. |
Darkminister the stralite greatsword (Misfortune) (51.5-82.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 51.5 - 82.4 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 darkness +14 blight +14 nature On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 27% * 20% chance to reduce strength, dexterity, and constitution by 8 While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +9% darkness Res.pen +5% cold Acc +19 (+5 eff.) Curse of Misfortune Massive two-handed swords. |
Genocide (Shrouds) (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Shrouds Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Latafayn (Corpses) (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 135% Wil Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Corpses Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
arcing dwarven-steel greatsword (Nightmares) (33-52.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 33.0 - 52.8 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Massive two-handed swords. |
dwarven-steel greatsword of paradox (Misfortune) (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.0 - 56.0 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 temporal While equipped: ----- def ----- Resists +16% temporal Curse of Misfortune Massive two-handed swords. |
truestriking dwarven-steel greatsword (Nightmares) (37.5-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 37.5 - 60.0 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+3 eff.) Apr +12 Curse of Nightmares Massive two-handed swords. |
truestriking dwarven-steel greatsword of the mystic (Corpses) (37-59.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.0 - 59.2 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Res.pen +12% physical Acc +14 (+3 eff.) Apr +9 Curse of Corpses Massive two-handed swords. |
truestriking stralite greatsword (Misfortune) (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 49.5 - 79.2 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +19 (+5 eff.) Apr +12 Curse of Misfortune Massive two-handed swords. |
mighty yew longbow (Misfortune)4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+4 eff.) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Coalswift the dwarven-steel longsword (Misfortune) (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 108% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +12 darkness On Crit: * Splash the target with acid dealing 19 damage over 5 turns and reducing armor and accuracy by 3 While equipped: dps ---------- Res.pen +10% darkness +7% physical Acc +5 (+1 eff.) Apr +7 Curse of Misfortune Sharp, long, and deadly. |
Boltveil (Shrouds) (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 14.5 - 20.3 Physical Uses 108% Wil Acc+ +0.2% base dam (max 20%) Apr +3 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) * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +20% lightning ----- def ----- Resists +6% fire Curse of Shrouds Blunt and deadly. |
creative pulsing mindstar (Corpses) (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +12.00% Mind.pwr +8 (+3 eff.) ---------- misc 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. |
epiphanous thorny mindstar of sand (Misfortune) (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +9 (+3 eff.) Melee+ 8 physical Dmg.mod +12% mind +9% physical Res.pen +7% physical ----- def ----- Resists +7% physical ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Curse of Misfortune 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. |
harmonious thorny mindstar (Corpses) (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature Res.pen +4% nature ----- def ----- Resists +3% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
ethereal yew vilestaff (Corpses) (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% blight Phasing +13% ----- def ----- Defense +12 (+5 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
void walker's yew vilestaff (Shrouds) (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight ----- def ----- Resists +9% darkness +9% temporal Def/telep +15 Res/telep +11% Dur/telep +8% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Elenosahek the Icerage (Shrouds)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 2 light ----- def ----- Resists +3% lightning +12% acid HP.reg +0.70 Heal.mod +11% Curse of Shrouds A belt that goes around your waist. |
Mighty Girdle (Corpses)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Layeletha' (Nightmares)1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Dex ----- def ----- Resists +6% acid +7% cold +6% fire +9% mind +7% lightning Mind.save +15 (+5 eff.) Die.at -40.00 life ---------- misc Max.hate +10.00 Curse of Nightmares A belt that goes around your waist. |
Robe of Force (Shrouds) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Shrouds Send out a range 5 beam of kinetic energy, dealing 54.24 to 67.80 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Temporal Augmentation Robe - Designed In-Style (Nightmares) (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +10% temporal +10% physical +13% all Curse of Nightmares Temporal Reprieve: Level 1.3 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
silk robe of life (Nightmares) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +13% all Max.HP +40.00 HP.reg +3.50 Heal.mod +17% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +8% arcane +9% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +37.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of fire (+15%) (Nightmares) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature +10% fire ----- def ----- Resists +13% all +15% fire Poison- +33% Disease- +31% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerimina the pair of rough leather boots (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Hate/m.crit +2.00 Curse of Shrouds A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (Madness) (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 65% Wil, 62% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Curse of Madness Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
cinder dwarven-steel gauntlets of dexterity (+3) (Shrouds) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +5% fire Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Disarm- +0% Unarmed combat: Power 20.0 - 28.0 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +13.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of dexterity (+3) (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +15 (+4 eff.) ----- def ----- Armour +2 Resists +5% nature Unarmed combat: Power 17.0 - 18.7 Physical Uses 43% Wil, 83% Cun Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 125% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of spellstriking (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 arcane 5 nature Dmg.mod +5% arcane +5% nature ----- def ----- Armour +2 Resists +3% arcane +6% nature Unarmed combat: Power 17.5 - 19.3 Physical Uses 43% Wil, 83% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +8 arcane On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 On Hit: 10% Manathrust 3 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+3) (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 11.0 - 12.1 Physical Uses 43% Wil, 83% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthadunaleg the Airborn (Nightmares) (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Res.pen +20% lightning Apr +5 ----- def ----- Armour +3 Fatigue +5% Mind.save +0 (+0 eff.) ---------- misc Infravis +1 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Shiverpython' (Nightmares) (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +2 Cun +3 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Crit.dmg- 10.00% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of nature (+18%) (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +6% temporal +7% light +9% physical +12% nature +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +18% nature Curse of Misfortune A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of stability (Corpses) (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +10 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
prismatic dwarven-steel mail armour of acid resistance (Corpses) (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +20% acid +16% light +12% darkness Curse of Corpses A suit of armour made of mail. |
prismatic steel mail armour of acid resistance (Madness) (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid +11% light +10% darkness Curse of Madness A suit of armour made of mail. |
prismatic reinforced leather armour (Madness) (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +16% light +13% darkness Curse of Madness A suit of armour made of leather. |
rejuvenating reinforced leather armour (Madness) (12 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% HP.reg +3.20 ---------- misc Stam/turn +1.10 Curse of Madness A suit of armour made of leather. |
barbed quiver of dragonbone arrows (16/20, 71-99.4 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master Power 71.0 - 99.4 Physical Uses 54% Wil, 75% Cun Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +15.0% Capacity 20 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
161 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
simple air recycler0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By lyrai the Cornac Adventurer level 25
59th Haze 122nd year of Ascendancy at 14:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By lyrai the Cornac Adventurer level 8
1st Summertide 122nd year of Ascendancy at 12:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By lyrai the Cornac Adventurer level 24
14th Haze 122nd year of Ascendancy at 08:05 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By lyrai the Cornac Adventurer level 28
28th Regrowth 123rd year of Ascendancy at 22:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By lyrai the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 14:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By lyrai the Cornac Adventurer level 20
7th Haze 122nd year of Ascendancy at 12:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By lyrai the Cornac Adventurer level 30
39th Regrowth 123rd year of Ascendancy at 19:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By lyrai the Cornac Adventurer level 19
71st Dusk 122nd year of Ascendancy at 08:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By lyrai the Cornac Adventurer level 8
78th Pyre 122nd year of Ascendancy at 10:35 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By lyrai the Cornac Adventurer level 26
5th Regrowth 123rd year of Ascendancy at 05:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By lyrai the Cornac Adventurer level 25
18th Haze 122nd year of Ascendancy at 15:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By lyrai the Cornac Adventurer level 19
71st Dusk 122nd year of Ascendancy at 08:36 see stats
Log
Forgery of Haze (Celia) leeches life from Will o' the wisp!
Forgery of Haze (Celia) HEALS from darkness damage!
Forgery of Haze (Celia) receives 46 healing from Terror.
Curse of Nightmares hits Forgery of Haze (Celia) for 25 mind, 33 darkness, 30 healing (58 total damage) [30 healing].
Forgery of Haze (Celia) receives 15 healing from Will o' the wisp.
Forgery of Haze (Celia)'s Rigor Mortis hits Terror for 208 darkness damage.
Forgery of Haze (Celia)'s Rigor Mortis hits lyrai for (41 to psi shield), (48 flat reduction), 143 darkness (143 total damage).
Forgery of Haze (Celia) hits Will o' the wisp for 70 cold damage.
Forgery of Haze (Celia) hits Celia for (58 absorbed), 52 cold (52 total damage).
Celia casts Invoke Darkness.
Your hatred grows even as your life fades! (+8 hate)
Celia hits lyrai for (41 to psi shield), (48 flat reduction), 178 darkness (178 total damage).
lyrai the level 30 cornac adventurer was shadowed to death by Celia on level 2 of Last Hope Graveyard.
Lyrai is freed from the impending doom.
Lyrai deactivates Kinetic Shield.
Lyrai slows down.
Lyrai is no longer attuned.
Lyrai stops regenerating health quickly.
Lyrai is freed from the rigor mortis.
Lyrai speeds up.
Lyrai deactivates Striking Stance.
Lyrai deactivates Deflection.
Lyrai deactivates Call Shadows.
Lyrai deactivates Molten Iron Blood.
Lyrai tessellates her cloak!
Lyrai deactivates Charged Shield.
Lyrai deactivates Beyond the Flesh.
Terror is free from the ice.
Terror speeds up.
Terror is freed from the rigor mortis.












































































































































