









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 42 / 83% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 24 (base 10) |
Constitution | 40 (base 18) |
Magic | 8 (base 10) |
Willpower | 106 (base 60) |
Cunning | 66 (base 44) |
Resources
Life | 1465/1465 |
Hate | 75/126 |
Equilibrium | 81 |
Healing Factor | 0.99950075067083 |
Regeneration | 4.247878190351 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 10 |
Offense: Mainhand
Damage | 260 |
Accuracy | 39 |
Crit Chance | 42% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Fire | +12% |
Acid | +6% |
Nature | +40% |
Darkness | +10% |
Cold | +6% |
Physical | +10% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Darkness | +15% |
Mind | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 60.883307766991 (81.151787968034%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 36 |
Mental Save | 48 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 54%( 70%) |
All | + 25%( 70%) |
Physical | + 51%( 74%) |
Lightning | + 40%( 70%) |
Light | + 36%( 70%) |
Temporal | + 30%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 39%( 79%) |
Fire | + 55%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Teleport Resistance | 24% |
Confusion Resistance | 40% |
Fear Resistance | 41% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 -406 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 406 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 mental effect and reduce all damage taken by 44% for 3 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Savage Hunter |
talent | Elemental Harmony |
talent | Gloom |
talent | Cleave |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 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- Velylratta the poison ooze - Siliseriavea the master vampire - Xanita the ghast - Salabrera the ruin banshee 18% Received damage reduction against: - Vampire - Ghoul - Oozes - Ghost |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)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 (+34% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 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 79 mind and 74 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 129 Mind damage, and deal 121 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Islamina the large brown snake. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Forest Troll Hedge-Wizard. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1213. | 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 |
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 has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You 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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 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 |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Curse of Shrouds Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +30 (+5 eff.) Melee Ret 6 acid ----- def ----- Armour +14 Defense +15 (+5 eff.) Resists +7% blight Die.at -40.00 life HP.reg +4.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 Curse of Misfortune This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Dex dps ---------- Phys.pwr +7 (+1 eff.) Mov.spd +10% Dmg.mod +11% mind +12% fire Apr +2 Melee Ret 2 physical On Melee Ret: * 37% chance to reduce strength, dexterity, and constitution by 13 * 34% chance to reduce damage dealt by 40% ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +9% light +9% physical Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Psionic While equipped: Stats +8 Wil dps ---------- Res.pen +15% darkness +5% cold On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Resists +6% temporal Phys.save +5 (+2 eff.) Mind.save +16 (+5 eff.) Teleport- +24% Curse of Shrouds Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +3 Wil +2 Cun dps ---------- Melee+ 7 physical Ranged+ 9 physical Dmg.mod +9% nature +6% mind Res.pen +20% mind Melee Ret 4 nature On Hit (Melee): * 11% chance to reduce all saves and defense by 50 On Hit (Ranged): * 11% chance to reduce all saves and defense by 50 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Light +3 Curse of Madness Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +7 (+3 eff.) Phys.save +12 (+4 eff.) Curse of Madness A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 50.5 - 80.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 nature Against +7% Vermin +13% Spiderkin On Crit: * Strike your target with a blast of Fire dealing 74 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: dps ---------- Phys.crit +19.0% Crit.mult +52.00% Apr +13 On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 80% ----- def ----- Resists +6% light +3% darkness +5% arcane Curse of Nightmares Massive two-handed swords. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+6 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Curse of Nightmares Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 200.00 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 | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Misfortune Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 62.54 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +7% Dmg.mod +6% acid +6% cold +6% nature Res.pen +10% cold Melee Ret 10 acid On Hit (Melee): * 20% chance to slow global speed by 80% ----- def ----- Defense +2 (+1 eff.) Resists +24% cold 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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.pwr +30 (+5 eff.) Acc +25 (+9 eff.) ----- def ----- Resists +15% physical +5% arcane +14% cold Die.at -80.00 life Disease- +20% ---------- misc Stam/turn +1.00 Max.stam +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 574.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (122). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +15% physical Melee Ret 6 light ----- def ----- Resists +12% lightning Stun/Frz- +28% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% arcane +6% blight Phasing +10% ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +8 Wil +4 Cun dps ---------- Mind.pwr +7 (+1 eff.) Ranged+ 7 frost burn Dmg.mod +10% cold On Hit (Melee): * 5 arcane resource burn ----- def ----- Resists +20% cold Crit.chn- 15.00% Phys.save +6 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% nature +15% fire +12% darkness +16% light Melee Ret 10 nature 10 fire On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Resists +32% light +12% fire Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: dps ---------- On Hit (Melee): * 5% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% acid +19% fire +19% lightning +21% cold Spell.save +10 (+5 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% 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 Misfortune 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 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 35 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +19% fire Res.pen +26% fire Curse of Misfortune Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 39.0 - 58.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +1.5% Atk.spd 100% On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: Stats +1 Mag +2 Wil +4 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 40% ---------- misc See.Invis +9 Curse of Shrouds Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 43.5 - 65.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 darkness +4 mind Against +20% Living On Crit.r2 +8 mind While equipped: Stats +8 Wil ---------- misc Psi/ret +0.08 Max.hate +4.00 See.Invis +12 Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Power 43.0 - 64.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Against +7% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 142 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 36 for the duration. While equipped: dps ---------- Crit.mult +14.00% Curse of Corpses Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 53.0 - 79.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 40% * 25% chance to afflict the target with Bleed, causing 310 Physical damage over 5 turns. On Crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: dps ---------- Spell.pwr +16 (+3 eff.) Dmg.mod +6% darkness +16% physical Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ---------- misc Psi/ret +0.12 Curse of Nightmares Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 61.0 - 97.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living While equipped: Stats +16 Con +14 Wil dps ---------- Dmg.mod +18% lightning Res.pen +21% all Acc +20 (+7 eff.) Apr +13 ----- def ----- Resists +9% blight +6% cold Max.HP +52.00 Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Madness Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 22 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Curse of Madness Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 33.0 - 52.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 40% * 10 arcane resource burn * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +15% mind Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 80% ----- def ----- Resists +6% acid +9% lightning Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Madness Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 61.5 - 98.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Res.pen +9% all Acc +41 (+14 eff.) Apr +10 Curse of Corpses Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 45.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +16 (+2 eff.) Res.pen +12% physical ----- def ----- Disarm- +21% Curse of Shrouds Massive two-handed swords. |
Bearzerker Girdle (Madness) Bearzerker Girdle (Madness)1.0 T2 belt armor [Unique] Arcane/Nature While equipped: dps ---------- Apr +10 ----- def ----- Armour +5 Fatigue -5% Resists +5% light +6% darkness Max.HP +52.00 ---------- misc Max.enc +20 Stam/turn +2.00 Equi/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Curse of Madness Bearzerker: (Instant) Level 1.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 5 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 12, Physical Resistance by 37.5%, Physical Save by 25.00, and you deal an additional 25.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +3% blight Spell.save +5 (+3 eff.) Max.HP +80.00 Poison- +10% ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +2% S.pwr/crit +6 Acc +30 (+10 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +12% blight Die.at -80.00 life HP.reg +4.00 Heal.mod +10% ---------- misc Mana/turn +0.08 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. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Con +8 Wil dps ---------- Dmg.mod +9% acid Melee Ret 2 acid 2 cold ----- def ----- Defense +1 (+1 eff.) Crit.chn- 13.00% ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Talents +2 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 48.2 bonus armor for 2 turns. (Based on your Constitution and Willpower) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +2 Wil dps ---------- Dmg.mod +9% lightning Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Mind.save +17 (+6 eff.) Max.HP +60.00 Stun/Frz- +20% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +13% all Poison- +20% Disease- +23% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +10% lightning Acc +20 (+7 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +5% lightning +6% temporal +1% physical Curse of Corpses A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +15% acid +3% darkness Res.pen +5% acid On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) 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. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% physical Acc +20 (+7 eff.) ----- def ----- Armour +8 Fatigue +3% Resists +6% mind Die.at -80.00 life ---------- misc Infravis +2 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +3% light +5% cold Crit.chn- 15.00% Mind.save +6 (+2 eff.) Knockbk- +20% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +6% fire +6% light +12% temporal ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 16.00% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. Curse of Corpses A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +2 Cun ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 16.00% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. Curse of Corpses A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% darkness ----- def ----- Armour +11 Fatigue +5% Resists +6% cold Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 651.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Nightmares Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 65.95 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Master/Psionic Power 54.0 - 75.6 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +22 Crit +21.0% Capacity 55 Proj.spd +100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +9 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind ----- def ----- Fatigue -4% Resists +9% mind +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 11 mind ----- def ----- Armour +6 Resists +6% mind +6% darkness Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Heal.mod +5% ---------- misc Psi/ret +0.04 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(154 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +10% ---------- 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 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. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Wil ---------- misc Talents +1 Arcanist +1 Willbreaker +1 Citadel Masteries +0.20 Cursed/Strife +0.14 Steamtech/Bullets mastery +0.20 Wild-gift/Antimagic +0.14 Spell/Stone alchemy Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 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 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disease- +15% Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fugga the Krog Cursed level 12
44th Dusk 122nd year of Ascendancy at 06:41 see stats
By fugga the Krog Cursed level 17
26th Haze 122nd year of Ascendancy at 00:50 see stats
By fugga the Krog Cursed level 21
60th Haze 122nd year of Ascendancy at 13:10 see stats
By fugga the Krog Cursed level 39
6th Pyre 123rd year of Ascendancy at 05:42 see stats
By fugga the Krog Cursed level 31
28th Regrowth 123rd year of Ascendancy at 11:54 see stats
By fugga the Krog Cursed level 27
73rd Haze 122nd year of Ascendancy at 10:29 see stats
By fugga the Krog Cursed level 31
29th Regrowth 123rd year of Ascendancy at 13:03 see stats
By fugga the Krog Cursed level 10
3rd Mirth 122nd year of Ascendancy at 21:22 see stats
By fugga the Krog Cursed level 20
51st Haze 122nd year of Ascendancy at 05:10 see stats
By fugga the Krog Cursed level 30
4th Allure 123rd year of Ascendancy at 13:28 see stats
By fugga the Krog Cursed level 40
12nd Pyre 123rd year of Ascendancy at 11:44 see stats
By fugga the Krog Cursed level 28
2nd Allure 123rd year of Ascendancy at 14:57 see stats
By fugga the Krog Cursed level 27
1st Wintertide 123rd year of Ascendancy at 16:01 see stats
By fugga the Krog Cursed level 21
60th Haze 122nd year of Ascendancy at 11:36 see stats
By fugga the Krog Cursed level 24
68th Haze 122nd year of Ascendancy at 07:17 see stats
By fugga the Krog Cursed level 32
34th Regrowth 123rd year of Ascendancy at 12:54 see stats
By fugga the Krog Cursed level 30
19th Regrowth 123rd year of Ascendancy at 20:53 see stats
By fugga the Krog Cursed level 31
33rd Regrowth 123rd year of Ascendancy at 17:35 see stats
By fugga the Krog Cursed level 21
57th Haze 122nd year of Ascendancy at 05:07 see stats
By fugga the Krog Cursed level 15
67th Dusk 122nd year of Ascendancy at 19:52 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
--------------------------------
You gain 15.00 gold from the transmogrification of dwarven-steel torque of psionic shield [power 69] (25 cooldown).
You gain 25.00 gold from the transmogrification of alchemist's lamp 'Glorovena'.
You gain 25.00 gold from the transmogrification of steel shield 'Morningtide' (Nightmares) (0 def, 4 armour, 15-18 power, 41 block).
You gain 7.77 gold from the transmogrification of resolute stralite plate armour of the deep (Misfortune) (0 def, 16 armour).
You gain 24.26 gold from the transmogrification of Obsidianhue the steel plate armour (Madness) (0 def, 9 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (Nightmares) (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of dwarven-steel helm 'Anayon' (Corpses) (0 def, 4 armour).
You gain 4.02 gold from the transmogrification of clarifying cashmere wizard hat of arcana (Madness) (2 def, 0 armour).
You gain 1.19 gold from the transmogrification of storm dwarven-steel gauntlets (Misfortune) (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of Storm Bringer's Gauntlets (Corpses) (0 def, 5 armour).
You gain 1.75 gold from the transmogrification of pair of dwarven-steel boots of impact (Nightmares) (0 def, 4 armour).
You gain 0.35 gold from the transmogrification of pair of dwarven-steel boots (Corpses) (0 def, 4 armour).
You gain 23.06 gold from the transmogrification of woollen robe 'Purestalker' (Nightmares) (0 def, 0 armour).
You gain 9.94 gold from the transmogrification of caustic stralite waraxe of shearing (Shrouds) (32-45 power, 5 apr).
You gain 8.05 gold from the transmogrification of infernal ash vilestaff of warding (Shrouds) (15-18 power, 3 apr, acid element).
You gain 10.00 gold from the transmogrification of Staff of Bones (Nightmares) (20-24 power, 4 apr, darkness element).
You gain 24.30 gold from the transmogrification of Hellworth (Nightmares) (27-38 power, 12 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (Shrouds) (28-43 power, 2 apr).
You gain 25.00 gold from the transmogrification of steel greatmaul 'Unrygarig' (Shrouds) (26-38 power, 2 apr).
You gain 2.75 gold from the transmogrification of shielding rune of the wizard (absorb 443; dur 6; cd 16).
You gain 2.00 gold from the transmogrification of regeneration infusion (heal 500; 13 cd).
You gain 4.05 gold from the transmogrification of heroism infusion (die at -205; dur 7; cd 25).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.