











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
ZOmnibus Addon Pack 1.6.0Combines 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: 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 | Krog |
Class | Cursed |
Level / Exp | 39 / 94% |
Size | huge |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 60th Dusk 122nd year of Ascendancy at 21:12 0 / 8Killed by Urkis, the High Tempest at level 21 on the 60th Dusk 122nd year of Ascendancy at 23:53 Killed by Adotta the gigantic corrosive tunneler at level 34 on the 71st Dusk 123rd year of Ascendancy at 00:33 Killed by Siletta the gigantic sandworm tunneler at level 34 on the 71st Dusk 123rd year of Ascendancy at 12:44 Killed by Belyda the slimy ooze at level 36 on the 4th Decay 123rd year of Ascendancy at 03:18 Killed by Silureldathra the crimson ooze at level 36 on the 4th Decay 123rd year of Ascendancy at 05:20 Killed by Belonne the orc blood mage at level 38 on the 64th Regrowth 124th year of Ascendancy at 03:13 Killed by AAAAAAAAAC at level 39 on the 70th Regrowth 124th year of Ascendancy at 21:26 |
Antimagic | Follower |
Primary Stats
Strength | 136.17022496364 (base 60) |
Dexterity | 18 (base 10) |
Constitution | 32 (base 10) |
Magic | 11.170224963639 (base 10) |
Willpower | 118.34044992728 (base 60) |
Cunning | 50 (base 36) |
Resources
Life | -818/1787 |
Hate | 100/100 |
Equilibrium | 30 |
Healing Factor | 1.9208663366336 |
Regeneration | 99.793117890701 |
Speed
Mental | +58.5630684335% |
Attack | +58.5630684335% |
Movement | +501.61503589298% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 5 |
See Invisible | 4.3404499272777 |
Stealth | 32.209696276596 |
Offense: Mainhand
Damage | 186 |
Accuracy | 38 |
Crit Chance | 30% |
APR | 4 |
Speed | 0.63 |
Offense: Spell
Spellpower | 2.75 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 27% |
Speed | 0.63066388023349 |
Offense: Damage Bonus
Cold | +15% |
Lightning | +12% |
Light | +15% |
Nature | +40% |
Blight | +6% |
Physical | +55% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Mind | +6% |
Fire | +5% |
All | -20% |
Defense: Base
Armour (hardiness) | 61.08934837382 (81.030927835052%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 54 |
Mental Save | 46 |
Defense: Resistances
Blight | + 70%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 58%( 70%) |
All | + 7%( 70%) |
Darkness | + 45%( 84%) |
Light | + 35%( 70%) |
Physical | + 13%( 75%) |
Lightning | + 70%( 70%) |
Mind | + 52%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -630 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1549 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1004% 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. |
Class Talents
Cursed / Predator | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Stalk |
talent | Surge |
talent | Gloom |
talent | Savage Hunter |
beneficial effect | Hunting: Marked Prey- Bethawyn the ice wyrm - Vorunn the ice wyrm 18% Received damage reduction against: - Wild - Cold - Orc |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.2): 17%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 26% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 56 mind and 56 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 17%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 82 Mind damage, and deal 82 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | The target is constricted, preventing movement and making it suffocate (loses 15.00 air per turn). Constricted |
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 | Stalking Ce'Nybeth the spire dragon. Bonus level 1: +28 accuracy, +13% melee damage, +0.50 hate/turn prey was hit. Stalking 174/4831 +1 |
beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +43% physical damage, +22 physical save, +22 mental save, 66/66 damage shrugged off this turn) Rampaging |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 50%) Suffocating |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
detrimental effect | The target is poisoned, taking 126.46 nature damage per turn. Deadly Poison |
beneficial effect | You gain 29% resistance against blight, fire and nature. Resolve |
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. |
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 |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by master vampire. Escort: lost defiler (level 2 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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 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 fire 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 defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 516. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 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 | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +7 Dex +6 Wil +3 Con dps ---------- Phys.crit +11.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +9% mind Die.at -80.00 life ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor [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 Corpses 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. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 0/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +26% mind Melee Ret 4 light On Hit (Melee): * 20% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +12% lightning +9% blight +15% cold +9% mind +15% fire Phys.save +14 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -9% Max.HP +76.00 HP.reg +13.00 Heal.mod +19% ---------- misc Max.enc +29 Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +6 Str +6 Wil dps ---------- Dmg.mod +15% nature ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 Curse of Shrouds This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Corpses Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 172.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +24 Fatigue +22% Resists +22% fire +9% nature +3% light Max.HP +93.00 HP.reg +18.00 Heal.mod +48% Cut- +20% Teleport- +20% Curse of Corpses A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +18% fire Res.pen +25% fire Melee Ret 4 arcane ----- def ----- Defense +10 (+5 eff.) Resists +6% blight +6% fire Phys.save +8 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +11% darkness Blind- +22% Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 139.39 physical damage and 251.25 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 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 [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +63.00 HP.reg +13.00 Heal.mod +14% Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +17 (+3 eff.) Melee+ 18 fire Dmg.mod +10% darkness ---------- misc Mana/turn +0.14 See.Invis +7 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Madness The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Curse of Shrouds Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 249.32 fire damage, and flames will be left dealing a further 58.27 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 nature On Crit.r2 +26 fire While equipped: dps ---------- All.spd +8% Res.pen +30% fire Curse of Shrouds Massive two-handed battleaxes. |
![]() 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 5 * Blasts creatures in a radius 1 shockwave around your target for 320.26 to 960.79 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Corpses Knock away other creatures within radius 4), dealing 828.75 to 1657.51 physical damage (based on Strength) to each. Uses 50 power out of 50/50 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. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Disrupt Power 65.5 - 98.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +42% 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% While equipped: Stats +10 Str +19 Dex +14 Mag +13 Wil +7 Cun +6 Con Curse of Madness Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% all Acc +40 (+14 eff.) Apr +12 ----- def ----- Defense +16 (+8 eff.) Disarm- +53% Curse of Corpses Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Res.pen +10% physical Acc +15 (+6 eff.) Apr +10 Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +33 lightning +26 cold While equipped: dps ---------- Mov.spd +36% Res.pen +19% lightning +19% cold Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Res.pen +10% physical Acc +10 (+4 eff.) Apr +12 Curse of Shrouds One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Curse of Shrouds Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 2.26 acid and 2.40 blight damage. If not cleared after five turns it will inflict 13.61 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 nature On Crit.r2 +16 mind While equipped: Stats +21 Str +29 Dex +15 Mag +18 Wil +11 Cun +15 Con dps ---------- Phys.pwr +23 (+5 eff.) Dmg.mod +12% nature +9% mind Res.pen +26% mind +14% physical Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Mag 30,Dex 30 Shoot [Unique] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+5 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+15 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 51 to 102 lightning damage based on Magic with a chance to inflict Daze. Curse of Madness This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +9 While equipped: Stats +7 Dex +6 Con dps ---------- Phys.crit +6.0% Acc +13 (+5 eff.) Melee Ret 6 mind On Hit (Ranged): * 21% chance to reduce armor by 7% ----- def ----- Resists +6% fire Phys.save +19 (+6 eff.) ---------- misc Reload +4 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +10 acid On Hit: 10% Arcane Vortex 5 While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +7% arcane +13% acid Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Psionic Power 54.0 - 75.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +39 physical +12 temporal +71 blight +20 mind On Hit.r1 +8 mind +4 acid On Crit.r2 +12 mind On Hit: 20% Epidemic 5 On Hit: * 54% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 7% * 20% chance to knock the target back 3 spaces and deal 272 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 20 [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo Reqs Dex 32 [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 0 On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Psionic Power 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 On Hit: * Create an explosion dealing 15 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego] Nature/Master Power 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 47 Ranged+ +18 nature While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 7.0 T4 shield armor [Ego+] Nature When used to Attack: Power 49.5 - 59.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +139 On Hit: * 20% chance to reduce armor by 7% While equipped: dps ---------- Melee+ 8 acid Melee Ret 14 acid ----- def ----- Armour +8 Fatigue +8% Resists +10% acid +8% fire +10% lightning +11% cold ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego] Nature/Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +194 On Hit: * 21% chance to reduce armor by 7% While equipped: dps ---------- Melee+ 8 acid Melee Ret 11 acid ----- def ----- Armour +10 Fatigue +8% Resists +20% cold ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Master When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +202 While equipped: Stats +7 Str +8 Dex dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +23% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature +13% acid ----- def ----- Resists +19% acid +7% all Poison- +24% Disease- +24% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+9 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Curse of Shrouds Turn yourself invisible (power 20, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Random Unique] Disrupt/Master While equipped: Stats +7 Cun +9 Dex dps ---------- Dmg.mod +9% mind +3% fire Res.pen +15% nature +10% fire Melee Ret 8 nature ----- def ----- Armour +17 Defense +30 (+15 eff.) Fatigue +8% Resists +20% blight +27% nature +3% mind +24% acid D.Red.from +11% Unnatural Curse of Corpses A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +10 (+2 eff.) Melee+ 9 darkness Ranged+ 9 darkness Dmg.mod +9% arcane Res.pen +15% mind ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +56% temporal +24% darkness +3% light Def/telep +23 Res/telep +27% Dur/telep +30% ---------- misc Hate/m.crit +3.00 Curse of Corpses Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 7 darkness ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +23% darkness +20% temporal Def/telep +10 Res/telep +22% Dur/telep +29% Curse of Misfortune Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +8 Str +9 Dex +7 Cun ----- def ----- Armour +15 Defense +27 (+13 eff.) Fatigue +8% Resists +17% darkness +10% physical ---------- misc Light +2 Curse of Corpses Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +44% acid +17% physical +12% cold +9% lightning +14% fire Curse of Shrouds A suit of armour made of leather. |
![]() 14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +107.00 HP.reg +8.00 Heal.mod +14% Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Arcane/Master While equipped: Stats +8 Str +8 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +24% Resists +29% darkness +11% physical -12% light +11% fire Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +2 Curse of Corpses Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +30 Defense +5 (+2 eff.) Fatigue +12% Resists +12% acid +12% cold ---------- misc Breathe water Curse of Shrouds A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% lightning Melee Ret 4 arcane ----- def ----- Armour +18 Fatigue +22% Resists +12% blight +16% darkness Max.HP +40.00 HP.reg +4.00 Heal.mod +13% ---------- misc Light +1 Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Nature While equipped: Stats +6 Str +9 Mag dps ---------- Mind.crit +8% ----- def ----- Armour +13 Fatigue +22% Resists +24% acid +15% fire +12% temporal Max.HP +60.00 HP.reg +9.00 Heal.mod +18% Curse of Nightmares A suit of armour made of metal plates. |
![]() 2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +7 Mag +4 Wil ----- def ----- Defense +3 (+1 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.mana +73.00 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. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Nightmares Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 HP.reg +2.00 Heal.mod +17% Curse of Shrouds A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +8 Str +4 Dex +4 Wil +3 Cun +4 Con ----- def ----- Armour +3 Phys.save +9 (+3 eff.) Disarm- +39% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling 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. |
![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 8 nature Dmg.mod +5% nature ----- def ----- Armour +3 Resists +9% nature 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. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Con dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +3 Phys.save +16 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Disarm- +41% ---------- misc Mana/turn +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% blight ----- def ----- Defense +3 (+1 eff.) Resists +20% blight Shield.pwr +7% HP.reg +3.40 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.40 Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Curse of Madness A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Curse of Nightmares Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 (+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. |
![]() 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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 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 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 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 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: 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. |
![]() 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 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Mind.save +6 (+2 eff.) Max.HP +44.00 HP.reg +4.00 Cut- +10% Confus- +20% Stun/Frz- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
![]() 1.0 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.(163 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 2 light ----- def ----- Resists +9% nature +3% darkness ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +21% cold Melee Ret 4 mind On Hit (Melee): * 21% chance to slow global speed by 68% ----- def ----- Resists +15% cold +15% nature +16% mind Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +31% darkness +24% cold Res.pen +15% darkness ----- def ----- Resists +31% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 121 lightning damage and will be dazed for 1 turn (607 total 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. |
![]() 0.0 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. |
![]() 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? |
Achievements
By AAAAAAAAAC the Krog Cursed level 29
64th Regrowth 123rd year of Ascendancy at 11:27 see stats
By AAAAAAAAAC the Krog Cursed level 28
42nd Regrowth 123rd year of Ascendancy at 16:37 see stats
By AAAAAAAAAC the Krog Cursed level 17
49th Dusk 122nd year of Ascendancy at 07:25 see stats
By AAAAAAAAAC the Krog Cursed level 33
8th Pyre 123rd year of Ascendancy at 08:04 see stats
By AAAAAAAAAC the Krog Cursed level 37
56th Regrowth 124th year of Ascendancy at 15:59 see stats
By AAAAAAAAAC the Krog Cursed level 32
5th Pyre 123rd year of Ascendancy at 13:44 see stats
By AAAAAAAAAC the Krog Cursed level 21
70th Dusk 122nd year of Ascendancy at 20:34 see stats
By AAAAAAAAAC the Krog Cursed level 30
73rd Regrowth 123rd year of Ascendancy at 13:26 see stats
By AAAAAAAAAC the Krog Cursed level 39
70th Regrowth 124th year of Ascendancy at 05:35 see stats
By AAAAAAAAAC the Krog Cursed level 17
45th Dusk 122nd year of Ascendancy at 03:08 see stats
By AAAAAAAAAC the Krog Cursed level 27
35th Regrowth 123rd year of Ascendancy at 09:27 see stats
By AAAAAAAAAC the Krog Cursed level 24
10th Regrowth 123rd year of Ascendancy at 13:34 see stats
By AAAAAAAAAC the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 11:26 see stats
By AAAAAAAAAC the Krog Cursed level 20
58th Dusk 122nd year of Ascendancy at 06:52 see stats
By AAAAAAAAAC the Krog Cursed level 30
72nd Regrowth 123rd year of Ascendancy at 02:18 see stats
By AAAAAAAAAC the Krog Cursed level 16
37th Dusk 122nd year of Ascendancy at 18:21 see stats
By AAAAAAAAAC the Krog Cursed level 31
73rd Regrowth 123rd year of Ascendancy at 18:03 see stats
By AAAAAAAAAC the Krog Cursed level 31
73rd Regrowth 123rd year of Ascendancy at 14:47 see stats
By AAAAAAAAAC the Krog Cursed level 21
60th Dusk 122nd year of Ascendancy at 21:09 see stats
By AAAAAAAAAC the Krog Cursed level 10
1st Summertide 122nd year of Ascendancy at 02:00 see stats
By AAAAAAAAAC the Krog Cursed level 34
79th Dusk 123rd year of Ascendancy at 02:46 see stats
By AAAAAAAAAC the Krog Cursed level 26
24th Regrowth 123rd year of Ascendancy at 10:13 see stats
By AAAAAAAAAC the Krog Cursed level 17
40th Dusk 122nd year of Ascendancy at 07:28 see stats
By AAAAAAAAAC the Krog Cursed level 28
42nd Regrowth 123rd year of Ascendancy at 11:36 see stats
Log
Terror misses Ce'Nybeth the spire dragon.
Your summoned terror disappears.
Your summoned terror disappears.
AAAAAAAAAC uses The Guardian's Totem to summon a natural guardian!
AAAAAAAAAC harrows Ce'Nybeth the spire dragon!
AAAAAAAAAC is silenced!
AAAAAAAAAC's mind surges with critical power!
Curse of Nightmares hits Ce'Nybeth the spire dragon for 20 mind, 18 darkness (38 total damage).
Mindrot hits Ce'Nybeth the spire dragon for 4 mind, 4 darkness (8 total damage).
Ce'Nybeth the spire dragon activates his mangled clothing!
Ce'Nybeth the spire dragon's Blood Grasp hits AAAAAAAAAC for (30 antimagic), 0 blight (0 total damage).
AAAAAAAAAC has shrugged off 66 damage and is ready for more.
Your rampage is invigorated by the intense onslaught! (+1 duration)
Your hatred grows even as your life fades! (+19 hate)
An elite foe has fallen to your hate! (+8 hate)
AAAAAAAAAC seems more focused.
AAAAAAAAAC's nightmare area effect hits Ce'Nybeth the spire dragon for 16 mind damage.
AAAAAAAAAC the level 39 krog cursed suffocated to death on level 2 of Gorbat Pride.
AAAAAAAAAC deactivates Surge.
AAAAAAAAAC is not silenced anymore.
AAAAAAAAAC deactivates Stalk.
AAAAAAAAAC deactivates Savage Hunter.
AAAAAAAAAC deactivates Gloom.
AAAAAAAAAC is no longer poisoned.
AAAAAAAAAC deactivates Antimagic Shield.
AAAAAAAAAC is no longer rampaging.
AAAAAAAAAC is free to breathe.
Ce'Nybeth the spire dragon is no longer being stalked by AAAAAAAAAC.
AAAAAAAAAC is no longer attuned.