











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 30 / 18% |
| Size | big |
| Lifes / Deaths | Killed by Z'quikzshl the skeletal mold at level 8 on the 8th Mirth 122nd year of Ascendancy at 15:56 1 / 5Killed by Eilinimida the skeleton warrior at level 8 on the 10th Mirth 122nd year of Ascendancy at 04:52 Killed by orc corruptor at level 15 on the 7th Dusk 122nd year of Ascendancy at 22:23 Killed by worm that walks at level 16 on the 65th Dusk 122nd year of Ascendancy at 07:22 Killed by worm that walks at level 16 on the 65th Dusk 122nd year of Ascendancy at 08:27 |
| Antimagic | Follower |
Primary Stats
| Strength | 138.17022496364 (base 60) |
| Dexterity | 17 (base 10) |
| Constitution | 43 (base 10) |
| Magic | 11.170224963639 (base 10) |
| Willpower | 88.340449927278 (base 59) |
| Cunning | 20 (base 10) |
Resources
| Life | 962/962 |
| Hate | 95/100 |
| Equilibrium | 30 |
| Healing Factor | 1.308647166311 |
| Regeneration | 8.1790447894435 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 4.340449927278 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 27 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +10% |
| Darkness | +16% |
| Cold | +35% |
| Fire | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.511077022655 (88.454810495627%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 26 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 70%( 70%) |
| All | + 9%( 70%) |
| Physical | + 51%( 72%) |
| Lightning | + 52%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 33%( 70%) |
| Darkness | + 13%( 74%) |
| Fire | + 16%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 37% |
| Disarm Resistance | 27% |
| Poison Resistance | 0% |
| Knockback Resistance | 67% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 931% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 317 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Stalk |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- The Divine Writhing Mass - Cyryvena the corrupted protoplasmic controller - Betevena the corrupted plasmic disruptor - Corrupted protosentient globula 18% Received damage reduction against: - Blob |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 42 mind and 48 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 65 Mind damage, and deal 75 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+26% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by skeleton master archer. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower 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 talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (Nightmares) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cleansequill the dwarven-steel helm (Corpses) (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Melee Ret 6 nature 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +4 Fatigue +4% Resists +12% nature Mind.save +8 (+3 eff.) ---------- misc Light +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Galevenom (Madness) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +12% blight +9% lightning Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Die.at -20.00 life HP.reg +4.00 Disarm- +27% Stun/Frz- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Infernobliss (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Resists +6% lightning +18% cold +9% light Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings can have magical properties. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | dwarven-steel longsword 'Dourbreaker' (Corpses) (121% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Disrupt Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 16 arcane resource burn While equipped: Stats +15 Con +11 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +9% acid Max.HP +43.00 Curse of Corpses Sharp, long, and deadly. |
| Around waist | Malaromilar the Floerace (Corpses)1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+0 eff.) ----- def ----- Resists +9% acid +12% temporal +5% arcane +24% cold Curse of Corpses A belt that goes around your waist. |
| In off hand | dwarven-steel shield of resistance (Misfortune) (0 def, 6 armour, 100% power, 79 block)7.0 T3 shield armor [Ego+] Nature When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +79 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +8% lightning +7% cold ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
| Cloak | cashmere cloak 'Ce'Nuribeth' (Nightmares) (17 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +8.0% Phys.pwr +25 (+5 eff.) ----- def ----- Armour +9 Defense +17 (+8 eff.) Resists +16% cold 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. |
| Main armor | Borfast's Cage (Shrouds) (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Shrouds Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
healing infusion of the warrior (heal 332; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 569%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 667; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 667 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. |
wild infusion of the warrior (res 49%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 49% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the warrior (absorb 511; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 511 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 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... |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Heal.mod +12% Cut- +50% Confus- +23% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+4 eff.) Amulets can have magical properties. |
warrior's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings can have magical properties. |
voratun battleaxe of enduring (Shrouds) (167% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +14 Con +17 Wil ----- def ----- Max.HP +154.00 Curse of Shrouds Massive two-handed battleaxes. |
Mercy (Misfortune) (143% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% Curse of Misfortune This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Unerring Scalpel (Corpses) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
hateful voratun dagger of rage (Corpses) (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master/Psionic Power 149% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 darkness Against +11% Living While equipped: Stats +4 Str dps ---------- Dmg.mod +10% physical Acc +9 (+4 eff.) Curse of Corpses Sharp, short and deadly. |
voratun dagger 'Shadeclamor' (Corpses) (149% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 149% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +9 Dex +4 Wil dps ---------- Phys.spd +10% Res.pen +10% darkness Acc +18 (+9 eff.) ---------- misc Light +3 Curse of Corpses Sharp, short and deadly. |
Woeransom the stralite greatsword (Corpses) (160% power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 light On Crit.r2 +12 darkness On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +12 Str +12 Wil +16 Con dps ---------- Dmg.mod +9% darkness +14% physical Acc +24 (+11 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Max.HP +121.00 ---------- misc Light +2 Curse of Corpses Massive two-handed swords. |
flaming iron greatsword of phasing (Misfortune) (109% power, 8 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 109% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +2.5% Atk.spd 100% Phasing +14% On Hit.r1 +7 fire Curse of Misfortune Massive two-handed swords. |
Crooked Club (Corpses) (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) Curse of Corpses An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Glacierpulverizer the iron mace (Shrouds) (116% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee Ret 2 mind ---------- misc Light +3 Curse of Shrouds Blunt and deadly. |
Nature's Vengeance (Corpses) (150% power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +0% all Curse of Corpses Rush: Level 3.0 Pwr.cost 15 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. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Ureslak's Femur (Madness) (164% power, 5 apr)3.0 T5 mace 1H weapon Reqs Dex 30 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers Curse of Madness A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
balanced iron mace of erosion (Misfortune) (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Curse of Misfortune Blunt and deadly. |
dwarven-steel mace 'Chargedeath' (Misfortune) (134% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +5 (+2 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +3% lightning +15% light +3% mind Die.at -40.00 life Curse of Misfortune Blunt and deadly. |
steel mace of crippling (Nightmares) (112% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Nightmares Blunt and deadly. |
Charged Focus (Misfortune) (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
wyrm's living mindstar of balance (Corpses) (112% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 7 lightning 8 physical 4 fire 7 acid 6 cold ----- def ----- Resists +5% lightning +6% physical +9% cold +5% fire +5% acid Phys.save +6 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+7 eff.) Acc +20 (+9 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
acidic iron waraxe of vileness (Corpses) (100% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 100% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Corpses One-handed war axes. |
dwarven-steel waraxe 'Shockidol' (Misfortune) (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 nature On Hit.r1 +16 mind +16 lightning On Crit.r2 +20 mind While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Resists +9% acid +6% lightning Curse of Misfortune One-handed war axes. |
flaming iron waraxe (Misfortune) (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire Curse of Misfortune One-handed war axes. |
steel waraxe 'Glothra' (Corpses) (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 11% While equipped: Stats +3 Dex +6 Con dps ---------- Phys.crit +5.0% Phys.spd +10% Acc +9 (+4 eff.) Curse of Corpses One-handed war axes. |
warbringer's voratun waraxe of enduring (Shrouds) (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +15 Con +15 Wil dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +11% physical ----- def ----- Max.HP +37.00 Disarm- +16% Curse of Shrouds One-handed war axes. |
Glareoracle (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% fire ----- def ----- Armour +2 Resists +6% temporal Phys.save +9 (+3 eff.) HP.reg +4.90 Heal.mod +11% Curse of Nightmares A belt that goes around your waist. |
Hanunarileg the rough leather belt (Corpses)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) Res.pen +15% mind ----- def ----- Resists +5% arcane +3% darkness Phys.save +7 (+2 eff.) Teleport- +20% ---------- misc Equi/ret +0.04 Curse of Corpses A belt that goes around your waist. |
Mighty Girdle (Nightmares)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Xerebrena the Bogwisp (Shrouds)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +3% fire +1% physical +3% temporal Phys.save +6 (+2 eff.) Blind- +20% Curse of Shrouds A belt that goes around your waist. |
blurring rough leather belt of resilience (Nightmares)1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +5 Max.HP +30.00 Curse of Nightmares A belt that goes around your waist. |
cleansing rough leather belt of resilience (Nightmares)1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight Max.HP +30.00 Curse of Nightmares A belt that goes around your waist. |
Lisynne the linen cloak (Nightmares) (7 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Armour +8 Defense +7 (+3 eff.) Phys.save +5 (+1 eff.) Max.HP +40.00 Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak of battle (Shrouds) (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Fatigue -2% Curse of Shrouds A stylish kruk-style cloak, to look awesome. |
resilient linen cloak of Eldoral (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven silk robe of fire (+33%) (Misfortune) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +22% fire ----- def ----- Resists +13% all +33% fire Mind.save +20 (+7 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nelewen the pair of hardened leather boots (Madness) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+0 eff.) Dmg.mod +15% mind Res.pen +5% mind +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Resists +6% mind Curse of Madness A pair of boots made of leather. |
pair of iron boots 'Duathelthorn' (Corpses) (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Mag +3 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Crit.dmg- 15.00% Curse of Corpses Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
traveler's pair of iron boots of tirelessness (Nightmares) (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Stam/turn +0.40 Max.stam +10.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Branorain the hardened leather gloves (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +2 Resists +6% temporal Max.HP +40.00 HP.reg +7.00 ---------- misc Stam/turn +1.20 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+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 Corpses These gloves are coated with a thick, green liquid. |
temporal rough leather gloves of dexterity (+2) (Madness) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +4% temporal Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Squalormarrow (Nightmares) (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +16% lightning +3% nature +6% darkness Die.at -80.00 life Curse of Nightmares A pointy cloth hat, very wizardly... |
Sunpanic (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% cold ---------- misc Psi/turn +0.11 Curse of Nightmares A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of strength (+4) (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) Curse of Misfortune A cap made of leather. |
cleansing dwarven-steel mail armour of the deep (Nightmares) (3 def, 9 armour)14.0 T3 heavy armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold +14% nature +13% blight ---------- misc Breathe water Curse of Nightmares A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of clarity (Madness) (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +13 (+5 eff.) HP.reg +3.50 ---------- misc Stam/turn +0.80 Curse of Madness A suit of armour made of mail. |
Eel-skin armour (Shrouds) (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Curse of Shrouds Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 66.74 to 200.21 lightning damage (133.47 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (Misfortune) (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Misfortune The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
radiant drakeskin leather armour of resilience (Shrouds) (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +20 (+9 eff.) Fatigue +8% Resists +23% blight +18% darkness Max.HP +42.00 ---------- misc Light +2 Curse of Shrouds A suit of armour made of leather. |
radiant dwarven-steel plate armour (Corpses) (0 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +17% darkness ---------- misc Light +1 Curse of Corpses A suit of armour made of metal plates. |
steel plate armour of the deep (Madness) (0 def, 11 armour)17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +7% cold ---------- misc Breathe water Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Corpses) (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Corpses A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of cold resistance (+21%) (Madness) (0 def, 6 armour, 100% power, 78 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 On Hit: * 12% chance to reduce armor by 11% While equipped: dps ---------- Melee+ 7 acid Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% Resists +21% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
deadly quiver of dragonbone arrows of annihilation (23/23, 194% power, 32 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master Power 195% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +32 Crit +17.0% Capacity 23 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
202 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's dwarven lantern of the zealot1.0 T5 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +15 (+5 eff.) Spell.save +8 (+4 eff.) Heal.mod +17% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 61% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of voratun shots of accuracy (21/21, 165% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master/Psionic Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +19 Apr +6 Crit +7.0% Capacity 21 Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Legobass the Thalore Cursed level 29
78th Haze 122nd year of Ascendancy at 12:47 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Legobass the Thalore Cursed level 15
7th Dusk 122nd year of Ascendancy at 23:10 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Legobass the Thalore Cursed level 15
17th Dusk 122nd year of Ascendancy at 13:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Legobass the Thalore Cursed level 20
9th Haze 122nd year of Ascendancy at 11:20 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Legobass the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 04:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Legobass the Thalore Cursed level 20
75th Dusk 122nd year of Ascendancy at 10:18 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Legobass the Thalore Cursed level 30
78th Haze 122nd year of Ascendancy at 17:23 see stats
Look at me, I'm playing a roguelike! (Nightmare (Adventure) difficulty)
Linked yourself in the in-game chat.By Legobass the Thalore Cursed level 1
77th Pyre 122nd year of Ascendancy at 20:19 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Legobass the Thalore Cursed level 16
36th Dusk 122nd year of Ascendancy at 15:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Legobass the Thalore Cursed level 25
72nd Haze 122nd year of Ascendancy at 19:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Legobass the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 04:12 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Legobass the Thalore Cursed level 22
48th Haze 122nd year of Ascendancy at 07:23 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Legobass the Thalore Cursed level 22
47th Haze 122nd year of Ascendancy at 18:10 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Legobass the Thalore Cursed level 28
77th Haze 122nd year of Ascendancy at 12:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Legobass the Thalore Cursed level 19
72nd Dusk 122nd year of Ascendancy at 05:47 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Legobass the Thalore Cursed level 28
77th Haze 122nd year of Ascendancy at 18:45 see stats
Log
Legobass hits Something for 130 physical, 8 arcane, 5 light (143 total damage).
Legobass HEALS from acid damage!
Something hits Legobass for (27 antimagic), 0 acid, 13 healing (0 total damage) [13 healing].
Legobass recovers sight.
Legobass receives 22 healing from Unnatural Body.
Mindrot hits Bloated ooze for 4 mind, 5 darkness (9 total damage).
Legobass receives 17 healing from Unnatural Body.
You have taken the life of an experienced foe! (+16 hate)
You revel in attacking a weakened foe! (+2 hate)
Legobass hits Bloated ooze for 81 physical damage.
Legobass killed Bloated ooze!
Legobass receives 22 healing from Unnatural Body.
Legobass is no longer attuned.
Legobass receives 17 healing from Unnatural Body.
Talent Blindside is ready to use.
Talent Block is ready to use.
Legobass uses Track.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Message from DarkGod: Grooooowwwlll. The Bearscape has come!
This is an event you got to enjoy because of the generosity of oconnor806, so thank them and look for a portal on your worldmap!
Beware, Bears are cute but this zone might not be that easy! Level 15+ recommended.
Legobass deactivates Savage Hunter.
Legobass deactivates Repel.
Legobass deactivates Antimagic Shield.
Legobass deactivates Gloom.
Legobass deactivates Stalk.







































































































































