
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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.
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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Cursed |
Level / Exp | 50 / 374% |
Size | huge |
Lifes / Deaths | Killed by ghoulking at level 5 on the 77th Pyre 122nd year of Ascendancy at 12:07 0 / 9Killed by multi-hued crystal at level 13 on the 3rd Dusk 122nd year of Ascendancy at 05:53 Killed by Belowe the snow giant chieftain at level 20 on the 19th Haze 122nd year of Ascendancy at 11:48 Killed by Xygavena the netherworm mass at level 25 on the 43rd Dusk 123rd year of Ascendancy at 02:56 Killed by corrupted corrupted plasmic disruptor at level 30 on the 24th Haze 123rd year of Ascendancy at 00:39 Killed by Lithfengel at level 40 on the 57th Pyre 124th year of Ascendancy at 11:49 Killed by Ivilewen the Storm Terror at level 47 on the 52nd Dusk 124th year of Ascendancy at 12:23 Killed by Argoniel at level 50 on the 32nd Haze 124th year of Ascendancy at 00:15 Killed by Elandar at level 50 on the 32nd Haze 124th year of Ascendancy at 00:19 |
Primary Stats
Strength | 183 (base 60) |
Dexterity | 54 (base 9) |
Constitution | 134 (base 60) |
Magic | 29 (base 10) |
Willpower | 83 (base 66) |
Cunning | 69 (base 35) |
Resources
Life | -413/1883 |
Hate | 104/104 |
Healing Factor | 2.3907143357787 |
Regeneration | 73.036322958038 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 3 |
Infravision | 4 |
See Invisible | 2.9931612743894E-13 |
Offense: Mainhand
Damage | 219 |
Accuracy | 68 |
Crit Chance | 38% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +53% |
Cold | +12% |
Blight | +15% |
Physical | +36% |
Mind | +12% |
All | +6% |
Offense: Damage Penetration
Cold | +20% |
Physical | +25% |
Mind | +35% |
All | +15% |
Defense: Base
Armour (hardiness) | 99.08934837382 (93.151787968034%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 29 |
Mental Save | 54 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 29%( 70%) |
All | + 15%( 70%) |
Darkness | + 69%( 80%) |
Light | + 65%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 23%( 70%) |
Fire | + 30%( 70%) |
Mind | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 32% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 18% |
Poison Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 673 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 47% all resistance, you move 63% faster, and you are invisible (power 47). Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Mayenne the stone troll. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by venom drake hatchling. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Velawen the black mamba. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1438. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Str +5 Con dps ---------- Mind.crit +2% Dmg.mod +6% physical Res.pen +10% mind +10% physical Melee Ret 10 physical ----- def ----- Armour +3 ---------- misc Max.hate +4.00 Size +1 Curse of Nightmares A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +7% cold +7% darkness +6% temporal Affinity +5% light Def/telep +16 Res/telep +13% Dur/telep +15% ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 155.65 light damage. At talent level 3 you gain 20% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +14 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% darkness +9% physical Acc +39 (+9 eff.) ----- def ----- Armour +29 Hardiness +12% Fatigue +5% Resists +6% mind +9% physical Phys.save +10 (+2 eff.) Mind.save +9 (+3 eff.) Disarm- +32% 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. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +9 Con ----- def ----- Resists +12% darkness +5% arcane Crit.chn- 15.00% HP.reg +4.00 Heal.mod +20% ---------- misc Wards +6 acid +6 blight +6 nature +6 mind Talents +1 Ward Fire a magical bolt dealing 488 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+6 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% all ----- def ----- Max.HP +77.00 HP.reg +15.00 Heal.mod +14% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Max.HP +59.00 HP.reg +8.00 Heal.mod +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight On Crit.r2 +12 cold On Hit: 20% Curse of Death 5 While equipped: Stats +18 Str +13 Dex +13 Mag +13 Wil +9 Cun +12 Con dps ---------- Dmg.mod +9% blight +6% cold +15% physical Res.pen +5% cold +15% all Acc +50 (+11 eff.) Apr +15 Melee Ret 4 blight 6 cold ----- def ----- Resists +9% cold Curse of Madness One-handed war axes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Phys.crit +13.0% Mind.crit +19% Crit.mult +5.00% Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+2 eff.) Res.pen +10% mind ----- def ----- Mind.save +15 (+5 eff.) HP.reg +3.30 Heal.mod +30% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.04 Psi/ret +0.08 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 Melee+ +8 blight While equipped: dps ---------- Dmg.mod +21% light Melee Ret 10 lightning On Hit (Melee): * 8% chance to reduce all saves and defense by 38 * 20% chance to reduce strength, dexterity, and constitution by 20 On Melee Ret: * 13% chance to reduce all saves and defense by 38 ----- def ----- Armour +6 Fatigue +8% Resists +9% light ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Defense +27 (+9 eff.) Resists +6% blight +18% fire +20% light Phys.save +14 (+3 eff.) Stealth +12 ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Max.psi +10.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Shrouds Dominate: Level 2.6 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 21 Defense and your attacks will gain 28% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1101% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 486 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +6% acid +12% fire +12% darkness +3% blight Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (137). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +20% blight Poison- +31% Disease- +24% ---------- misc Masteries +0.18 Cursed/Cursed form Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +4 Mag +3 Wil dps ---------- Spell.crit +2% S.pwr/crit +8 Dmg.mod +21% nature +12% blight ----- def ----- Spell.save +15 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Res.pen +20% temporal ----- def ----- Armour +8 Defense +37 (+11 eff.) Resists +12% fire +15% temporal Res.Cap +7% all Phys.save +29 (+7 eff.) ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% lightning +6% light +3% cold +5% arcane +3% darkness Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Resists +3% all Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.58 cold and 24.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) Max.HP +54.00 HP.reg +8.00 Heal.mod +11% ---------- misc Max.stam +17.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Melee+ 15 light Ranged+ 14 light Dmg.mod +12% light +6% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +6% nature Melee Ret 2 nature ----- def ----- Resists +3% nature +15% light +12% mind Die.at -40.00 life Max.HP +40.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Irresistible Sun You have set the ring to grant you Irresistible Sun! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+11 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares The top part of Telos' broken staff. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+6 eff.) Dmg.mod +30% arcane ----- def ----- Defense +14 (+4 eff.) ---------- misc Light +5 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 129.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 Curse of Madness The bottom part of Telos' broken staff. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 60.0 - 90.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +42% Curse of Nightmares Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% physical Acc +20 (+5 eff.) Apr +10 ----- def ----- Resists +3% blight +9% temporal +3% light Curse of Madness Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 lightning On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: dps ---------- Phys.crit +10.0% Crit.mult +17.00% Res.pen +13% physical Acc +19 (+4 eff.) Apr +24 ----- def ----- Resists +3% blight +6% cold +3% mind Crit.chn- 5.00% Blind- +20% Curse of Corpses Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +12 (+3 eff.) ----- def ----- Disease- +14% Curse of Madness Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego++] Arcane/Master Power 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 64 cold damage (1/turn) On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Dmg.mod +7% cold Res.pen +9% cold Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Curse of Corpses Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery 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 Stun/Frz- +30% ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Corpses 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. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 66.0 - 105.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 30% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +49.00% Apr +21 Melee Ret 8 mind 4 cold ----- def ----- Resists +12% acid +21% lightning Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Disrupt Power 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Deals 111 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 75.5 - 120.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +12 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% temporal +9% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold Curse of Madness Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 63.0 - 100.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature While equipped: Stats +9 Con dps ---------- Phys.pwr +21 (+5 eff.) Res.pen +17% physical ----- def ----- Disarm- +39% Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit.r1 +26 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% Curse of Madness It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+3 eff.) Res.pen +20% mind +11% physical Acc +21 (+5 eff.) Apr +12 ----- def ----- Defense +15 (+5 eff.) Resists +12% light +6% acid Phys.save +12 (+3 eff.) Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 4 While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +19% Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+8 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Curse of Madness Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Disrupt Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 53.5 - 74.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +30% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +20% blight Curse of Madness Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Arcane Power 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +20 fire Curse of Corpses Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Arcane/Psionic Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 20 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +20% Curse of Shrouds One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Disrupt Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 31% ----- def ----- Resists +10% acid +9% cold +9% lightning +8% fire +6% mind +4% all Spell.save +8 (+4 eff.) Mind.save +3 (+1 eff.) Curse of Shrouds Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +27 cold While equipped: dps ---------- Phys.crit +15.0% Crit.mult +25.00% Apr +15 Curse of Corpses Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 cold Dmg.mod +18% cold Res.pen +18% cold ----- def ----- Armour +20 Resists +13% cold ---------- misc Hate/kill +5.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Curse of Madness Inflict 169.12 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 While equipped: Stats +9 Mag dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +21% arcane Res.pen +18% all Acc +33 (+7 eff.) Apr +21 Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +8 nature On Crit.r2 +8 nature +16 lightning While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +20% lightning ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 21.5 - 25.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +78 Melee+ +4 lightning On Crit.r2 +12 physical While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Dmg.mod +3% physical Acc +15 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Max.HP +56.00 ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Madness Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block Curse of Misfortune This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Nightmares This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 45.0 - 54.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +17 cold While equipped: Stats +9 Str +5 Dex +4 Wil dps ---------- Acc +6 (+1 eff.) On shield block: * Deals 223 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +213 Melee+ +18 nature While equipped: dps ---------- On Melee Ret: * 35% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +17% blight +15% temporal +19% nature Max.HP +97.00 ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +9 Cun +9 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +16 Defense +30 (+9 eff.) Fatigue +8% Curse of Madness A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical Apr +10 ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +7% acid +10% physical +10% fire +12% lightning +11% cold Curse of Madness A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 arcane ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +9% cold +12% fire +3% nature +4% physical Max.HP +70.00 HP.reg +10.00 Heal.mod +20% Poison- +20% Stun/Frz- +20% Curse of Madness A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Corpses Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 42.17 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning +11% light +11% darkness Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Res.pen +5% physical Acc +10 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +11 Fatigue +22% Resists +6% nature Max.HP +25.00 ---------- misc Max.stam +20.00 Curse of Corpses A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +10 (+3 eff.) Max.HP +20.00 HP.reg +3.00 Heal.mod +12% Curse of Nightmares A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) Blood Charges: 0 Curse of Shrouds Drain blood from all creatures within range 5, causing them to bleed for 359.04 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +7 Dex +3 Cun +5 Lck dps ---------- Dmg.mod +6% darkness Apr +1 ----- def ----- Resists +6% darkness Stealth +6 ---------- misc T.Disarm +8 Infravis +4 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% acid +5% blight Spell.save +6 (+3 eff.) ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +1 Mag +2 Wil +3 Con dps ---------- Mind.pwr +3 (+0 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Crit.chn- 15.00% Mind.save +10 (+3 eff.) Curse of Madness A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Dmg.mod +6% nature ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% nature Confus- +20% Pinning- +10% 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] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +2% physical +10% cold 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 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Misfortune Black fires born of a blackened heart. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +6 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +8 Res.pen +5% darkness Melee Ret 8 blight ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +6% fire +7% lightning +7% cold Mind.save +16 (+5 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +7 Con dps ---------- Mind.pwr +20 (+5 eff.) Melee Ret 10 mind ----- def ----- Defense +12 (+4 eff.) Phys.save +11 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +15 Dex +15 Mag +11 Cun dps ---------- Dmg.mod +12% darkness Acc +10 (+2 eff.) Apr +10 Melee Ret 12 fire On Hit (Melee): * 25% chance to reduce damage dealt by 31% * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +18% fire 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. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +1 Resists +9% blight Phys.save +3 (+1 eff.) Curse of Misfortune Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Silence- +34% Confus- +23% Stun/Frz- +33% ---------- misc Size +1 Curse of Shrouds 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% ---------- misc Stam/turn +0.30 Max.stam +11.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Dex +14 Mag +4 Wil +6 Cun +6 Con dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +9% acid +9% lightning +8% blight ----- def ----- Armour +5 Defense +28 (+9 eff.) Fatigue +4% Resists +3% physical Crit.chn- 5.00% Phys.save +17 (+4 eff.) Mind.save +25 (+7 eff.) Disease- +50% ---------- misc Stam/turn +3.55 Curse of Corpses Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +6 Cun +14 Con dps ---------- Dmg.mod +9% temporal +9% nature +21% cold Res.pen +10% nature +20% temporal ----- def ----- Armour +5 Fatigue -5% Resists +6% nature Phys.save +40 (+10 eff.) Mind.save +25 (+7 eff.) ---------- misc Max.enc +39 Curse of Shrouds Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Mag dps ---------- Dmg.mod +6% light Acc +11 (+2 eff.) Melee Ret 2 light ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Str dps ---------- Crit.mult +10.00% Phys.pwr +11 (+3 eff.) ----- def ----- Armour +2 Defense +30 (+9 eff.) Resists +4% physical Die.at -80.00 life ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Acc +10 (+2 eff.) ----- def ----- Defense +16 (+5 eff.) Resists +16% lightning +3% nature Curse of Madness A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% nature ----- def ----- Armour +5 Fatigue +1% Resists +5% arcane +1% physical Mind.save +12 (+4 eff.) Blind- +10% Curse of Nightmares 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 1147.5 Physical damage. If the attack hits, the target is confused (40% 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. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Curse of Shrouds A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Mind.crit +3% ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +6% fire Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Wil +6 Con ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +4% Resists +12% light +4% all Phys.save +10 (+2 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +4 Fatigue +4% Resists +3% acid Crit.chn- 15.00% Heal.mod +5% Poison- +10% Disarm- +20% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +22% cold Mind.save +11 (+3 eff.) ---------- misc Breathe water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
![]() 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 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Res.pen +20% lightning ----- def ----- Resists +12% light +3% lightning Mind.save +22 (+7 eff.) ---------- misc Light +7 See.Stealth +14 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) Blind- +24% Confus- +13% ---------- misc Light +7 See.Stealth +7 See.Invis +11 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Wil +1 Cun dps ---------- Dmg.mod +12% temporal Melee Ret 2 arcane 30 fire ----- def ----- Resists +20% cold +10% fire +22% temporal Def/telep +40 Res/telep +36% Dur/telep +60% ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +5% nature Res.pen +5% mind ----- def ----- Resists +11% nature ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 51.19 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.mana +20.00 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 108 Armor: 1 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% light +6% temporal ----- def ----- Resists +6% light Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 15 cooldown 100% to gain a 39% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 20 * Blasts creatures in a radius 1 shockwave around your target for 344.08 to 1032.24 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Shrouds Knock away other creatures within radius 4), dealing 916.64 to 1833.28 physical damage (based on Strength) to each. Uses 50 power out of 0/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Achievements
By Boots the Skeleton Cursed level 33
4th Decay 123rd year of Ascendancy at 15:25 see stats
By Boots the Skeleton Cursed level 49
65th Dusk 124th year of Ascendancy at 18:30 see stats
By Boots the Skeleton Cursed level 33
3rd Decay 123rd year of Ascendancy at 00:46 see stats
By Boots the Skeleton Cursed level 37
4th Pyre 124th year of Ascendancy at 10:18 see stats
By Boots the Skeleton Cursed level 37
8th Pyre 124th year of Ascendancy at 05:38 see stats
By Boots the Skeleton Cursed level 41
69th Pyre 124th year of Ascendancy at 07:20 see stats
By Boots the Skeleton Cursed level 35
3rd Allure 124th year of Ascendancy at 07:55 see stats
By Boots the Skeleton Cursed level 21
34th Haze 122nd year of Ascendancy at 02:54 see stats
By Boots the Skeleton Cursed level 16
49th Dusk 122nd year of Ascendancy at 04:45 see stats
By Boots the Skeleton Cursed level 34
10th Decay 123rd year of Ascendancy at 07:07 see stats
By Boots the Skeleton Cursed level 39
9th Pyre 124th year of Ascendancy at 03:56 see stats
By Boots the Skeleton Cursed level 20
19th Haze 122nd year of Ascendancy at 21:16 see stats
By Boots the Skeleton Cursed level 20
19th Haze 122nd year of Ascendancy at 15:52 see stats
By Boots the Skeleton Cursed level 31
30th Haze 123rd year of Ascendancy at 23:48 see stats
By Boots the Skeleton Cursed level 44
42nd Dusk 124th year of Ascendancy at 01:44 see stats
By Boots the Skeleton Cursed level 50
28th Haze 124th year of Ascendancy at 08:20 see stats
By Boots the Skeleton Cursed level 29
6th Haze 123rd year of Ascendancy at 00:54 see stats
By Boots the Skeleton Cursed level 39
9th Pyre 124th year of Ascendancy at 00:42 see stats
By Boots the Skeleton Cursed level 10
1st Summertide 122nd year of Ascendancy at 06:11 see stats
By Boots the Skeleton Cursed level 20
19th Haze 122nd year of Ascendancy at 07:56 see stats
By Boots the Skeleton Cursed level 30
19th Haze 123rd year of Ascendancy at 21:58 see stats
By Boots the Skeleton Cursed level 40
26th Pyre 124th year of Ascendancy at 12:46 see stats
By Boots the Skeleton Cursed level 50
2nd Haze 124th year of Ascendancy at 16:50 see stats
By Boots the Skeleton Cursed level 50
3rd Haze 124th year of Ascendancy at 19:00 see stats
By Boots the Skeleton Cursed level 50
18th Haze 124th year of Ascendancy at 01:37 see stats
By Boots the Skeleton Cursed level 18
1st Haze 122nd year of Ascendancy at 23:38 see stats
By Boots the Skeleton Cursed level 30
29th Haze 123rd year of Ascendancy at 14:19 see stats
By Boots the Skeleton Cursed level 27
54th Dusk 123rd year of Ascendancy at 01:35 see stats
By Boots the Skeleton Cursed level 35
10th Decay 123rd year of Ascendancy at 10:57 see stats
By Boots the Skeleton Cursed level 10
2nd Flare 122nd year of Ascendancy at 00:22 see stats
By Boots the Skeleton Cursed level 50
3rd Haze 124th year of Ascendancy at 17:07 see stats
By Boots the Skeleton Cursed level 23
45th Haze 122nd year of Ascendancy at 18:42 see stats
By Boots the Skeleton Cursed level 21
30th Haze 122nd year of Ascendancy at 23:43 see stats
By Boots the Skeleton Cursed level 40
33rd Pyre 124th year of Ascendancy at 00:10 see stats
By Boots the Skeleton Cursed level 23
45th Haze 122nd year of Ascendancy at 02:04 see stats
By Boots the Skeleton Cursed level 28
54th Dusk 123rd year of Ascendancy at 20:48 see stats
By Boots the Skeleton Cursed level 18
69th Dusk 122nd year of Ascendancy at 17:12 see stats
By Boots the Skeleton Cursed level 50
32nd Haze 124th year of Ascendancy at 00:15 see stats
By Boots the Skeleton Cursed level 33
2nd Decay 123rd year of Ascendancy at 16:04 see stats
Log
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Terror for 654 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Something for 653 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Dread for 698 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Terror for 1062 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Dreadmaster for 698 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Terror for 680 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Dread for 527 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Terror for 947 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Terror for 1136 physical damage.
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Boots for (78 rampage shugs off), 837 physical (837 total damage).
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Elandar for (556 absorbed), 0 physical (0 total damage).
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) hits Argoniel for 512 physical damage.
Terror hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 62 physical damage.
Dread hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 32 physical damage.
Terror hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 86 physical damage.
Terror hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 104 physical damage.
Dreadmaster hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 43 physical damage.
Argoniel hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 50 physical damage.
Boots hits Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) for 153 physical damage.
Boots killed Animated Blighted Maul (Shrouds) (96-144 power, 22 apr)!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Dread!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Terror!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Terror!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Dreadmaster!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Terror!
Animated Blighted Maul (Shrouds) (96-144 power, 22 apr) killed Dread!
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits Boots for 619 lightning damage.
Boots the level 50 skeleton cursed was volted to death by a Elandar on level 11 of High Peak.