












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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.
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 39 / 72% |
| Size | huge |
| Lifes / Deaths | Killed by elven corruptor at level 26 on the 67th Regrowth 123rd year of Ascendancy at 09:40 / 2Killed by orc high cryomancer at level 39 on the 43rd Dusk 123rd year of Ascendancy at 09:38 |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 27 (base 10) |
| Constitution | 20 (base 12) |
| Magic | 44 (base 10) |
| Willpower | 99 (base 60) |
| Cunning | 52 (base 37) |
Resources
| Life | -183/1015 |
| Hate | 100/100 |
| Healing Factor | 0.99118312625402 |
| Regeneration | 111.64260980437 |
Speed
| Mental | +58.563068433501% |
| Attack | +58.563068433501% |
| Movement | +366.67430576071% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 32 |
| Crit Chance | 44% |
| APR | 33 |
| Speed | 0.63 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 13% |
| Speed | 0.63066388023349 |
Offense: Damage Bonus
| Blight | -35% |
| Physical | -34% |
| Cold | -52% |
| All | -55% |
| Darkness | -43% |
| Light | -30% |
| Mind | -40% |
| Fire | -45% |
| Nature | -46% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +10% |
| Mind | +10% |
| Darkness | +15% |
| Physical | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.723073231957 (93.924050632911%) |
| Defense | 45 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 39 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | -7%( 70%) |
| Cold | + 17%( 70%) |
| All | -13%( 70%) |
| Physical | + 10%( 74%) |
| Lightning | + 11%( 70%) |
| Light | + 10%( 70%) |
| Temporal | -9%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 48%( 77%) |
| Fire | + 32%( 70%) |
| Nature | -3%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 26% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Knockback Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
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 467 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 769% 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 / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 70% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.3% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Warmaster Gnarg - Overpowered greater multi-hued wyrm - Overpowered greater multi-hued wyrm - Overpowered greater multi-hued wyrm 18% Received damage reduction against: - Orc - Multihued |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 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 30 mind and 29 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 46 Mind damage, and deal 44 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A flow of life spins around the target, regenerating 93.32 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% 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 | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +15% physical damage, +7 physical save, +7 mental save, 46/46 damage shrugged off this turn) Rampaging |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is on fire, taking 44.68 fire damage per turn. Burning |
| beneficial effect | The target has 16 increased life regeneration. Recovery |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 55%. Weakened |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)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 (+41% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by gigantic corrosive tunneler. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 218. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed wretchling eyeball. * You've found the needed naga tongue. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * You've found the needed multi-hued wyrm scale. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Fogwing the pair of dwarven-steel boots (Misfortune) (10 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +15 (+4 eff.) Dmg.mod +6% darkness +3% physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +3% Resists +8% fire +10% cold Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (Shrouds) (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Shrouds A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Harobers the voratun gauntlets (Madness) (20 def, 9 armour)1.5 T4 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +8.0% Melee+ 11 nature Dmg.mod +9% nature On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +9 Defense +20 (+6 eff.) Fatigue +5% Resists +15% acid +9% nature +5% arcane Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
| On fingers | gold quartz ring (Misfortune)0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +16% acid +16% fire +15% lightning +10% cold Stun/Frz- +30% Curse of Misfortune Rings can have magical properties. |
| On fingers | Duskripper the gold ring (Nightmares)0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 30% * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +6% darkness HP.reg +3.00 Stun/Frz- +25% Curse of Nightmares Rings can have magical properties. |
| Around neck | Blizzardcrack0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +8 Dex +4 Mag +5 Wil +2 Con dps ---------- S.pwr/crit +3 Dmg.mod +3% cold ----- def ----- Resists +14% mind Confus- +25% ---------- misc Mana/turn +0.26 Max.mana +29.00 Infravis +3 See.Invis +9 Amulets can have magical properties. |
| In main hand | Malediction (Madness) (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 Curse of Madness The land withers and crumbles wherever this cursed axe rests. |
| Around waist | hardened leather belt 'Ragelebar' (Madness)1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +3.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% physical Res.pen +5% physical Against +27% Summoned Apr +1 ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +5% acid +10% blight D.Red.from +21% Summoned Spell.save +9 (+3 eff.) ---------- misc Size +1 Curse of Madness A belt that goes around your waist. |
| In off hand | Summertide (Madness) (17 def, 15 armour, 52-62.4 power, 260 block)7.0 T5 shield armor [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Curse of Madness Send out a range 7 beam, lighting its path and dealing 39.39 to 49.23 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | elven-silk cloak 'Toridin' (Misfortune) (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +4 Wil +3 Con dps ---------- Spell.crit +6% Crit.mult +23.00% Res.pen +10% acid Acc +11 (+6 eff.) Apr +10 Melee Ret 6 temporal On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Defense +3 (+1 eff.) Resists +3% temporal Phys.save +12 (+4 eff.) Stealth +10 Max.HP +90.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of the dragon (Corpses) (0 def, 9 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +7% acid +7% physical +15% darkness +12% blight +6% cold +6% lightning +6% fire Disarm- +26% Stun/Frz- +25% Knockbk- +20% ---------- misc Light +1 Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. |
Inventory
blink rune of the sneak (range 7; phase 28; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 140; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 139.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Skynoon the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +4% Dmg.mod +3% lightning ----- def ----- Resists +3% fire +18% light +11% darkness Blind- +37% Silence- +10% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
Mardamnir the Serpentclash (Corpses)0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +7 Mag +9 Cun dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +12% nature Acc +6 (+3 eff.) Melee Ret 4 nature 6 light ----- def ----- Spell.save +8 (+3 eff.) Curse of Corpses Rings can have magical properties. |
Glarespitter the gold ring (Nightmares)0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +9 Dex dps ---------- Crit.mult +20.00% Dmg.mod +18% light ----- def ----- Mind.save +10 (+4 eff.) Confus- +29% Curse of Nightmares Rings can have magical properties. |
marksman's stralite ring of life (Shrouds)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Max.HP +48.00 HP.reg +9.00 Heal.mod +16% Curse of Shrouds Rings can have magical properties. |
NOTE: WyrmicGODLYThe Gaping Maw (Misfortune) (72-108 power, 4 apr) 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 +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Misfortune 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. |
Voribrewen (Shrouds) (40.5-60.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +14 (+7 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning +1% physical +6% nature Crit.dmg- 5.00% Poison- +20% Confus- +20% Curse of Shrouds Massive two-handed mauls. |
enhanced stralite greatmaul of torment (Misfortune) (54.5-81.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Nature/Psionic Power 54.5 - 81.8 Physical Uses 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 stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +9 Str +10 Dex +7 Mag +10 Wil +12 Cun +13 Con Curse of Misfortune Massive two-handed mauls. |
Colaryem (Madness) (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Madness This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Trident of the Tides (Madness) (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+5 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Curse of Madness Freeze: Level 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 53.46. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
stralite longsword of shearing (Misfortune) (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +5 (+3 eff.) Apr +13 Curse of Misfortune Sharp, long, and deadly. |
truestriking stralite longsword of phasing (Corpses) (36.5-51.1 power, 18 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +4.5% Atk.spd 100% Phasing +13% While equipped: dps ---------- Res.pen +11% physical Acc +12 (+6 eff.) Apr +8 Curse of Corpses Sharp, long, and deadly. |
Crooked Club (Madness) (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) Curse of Madness An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
stralite waraxe (Madness) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Curse of Madness One-handed war axes. |
projecting pulsing mindstar of flames (Corpses) (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 8 fire Dmg.mod +10% lightning +25% fire +16% cold Res.pen +12% fire ----- def ----- Resists +11% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Relgorin the Frigidstone (Corpses)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +4 cold While equipped: Stats +5 Str +5 Dex dps ---------- Phys.crit +3.0% Phys.pwr +9 (+2 eff.) Acc +9 (+5 eff.) ----- def ----- Resists +12% acid +14% lightning +11% fire +15% cold +4% all Spell.save +10 (+3 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
shocking steel shield of winter (Shrouds) (0 def, 4 armour, 12.5-15 power, 40.5 block)7.0 T2 shield armor [Ego+] Nature When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 Melee+ +14 cold While equipped: Stats +1 Wil dps ---------- Melee+ 6 lightning On shield block: * Deals 220 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Blackfire Aegis (Nightmares) (8 def, 18 armour, 57-68.4 power, 235 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block Curse of Nightmares This rugged stone shield flickers with bursts of pitch black flame. |
Sanguine Shield (Shrouds) (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.5% proc dam (max 250%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Curse of Shrouds Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Behemoth Hide (Madness) (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 Curse of Madness A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
enlightening stralite mail armour of clarity (Shrouds) (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +24 (+8 eff.) Curse of Shrouds A suit of armour made of mail. |
Tarryyavor the rough leather belt (Shrouds)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +3% nature +3% acid Max.HP +30.00 Blind- +10% Curse of Shrouds A belt that goes around your waist. |
NOTE: UNDEADinsulating rough leather belt of unlife (Misfortune) 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
Adyranor (Shrouds)1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +5% arcane +8% fire +9% nature +10% cold HP.reg +4.00 Pinning- +20% Curse of Shrouds A belt that goes around your waist. |
Firescar (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitterreign the cashmere cloak (Madness) (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +6% mind Res.pen +10% mind ----- def ----- Defense +10 (+3 eff.) Resists +9% light Phys.save +7 (+2 eff.) ---------- misc Light +2 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. |
Frost Treads (Misfortune) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Boots of the Hunter (Madness) (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Madness Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Boltcrack the dwarven-steel gauntlets (Madness) (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% lightning +3% light Mind.save +3 (+1 eff.) ---------- misc Max.hate +2.00 Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Aletta's Diadem (Shrouds) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Shrouds Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 80.87 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Bethodhemira the Toxintitan (Misfortune) (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical Res.pen +15% nature Apr +1 Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +4% Phys.save +9 (+3 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polyvena the Duathelbloom (Shrouds) (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +15% darkness Res.pen +10% arcane +10% fire Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce damage dealt by 30% ----- def ----- Armour +4 Fatigue +4% Phys.save +19 (+6 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 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 amber0.0 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. |
bloodstone0.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 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. |
128 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
brutal iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Apr +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Layothra' (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Resists +5% arcane +12% mind +6% darkness Spell.save +15 (+5 eff.) Max.HP +80.00 Knockbk- +20% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 94% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 203.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
elven-wood longbow 'Dairayandur' (Shrouds)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Crit +7.0% Atk.spd 100% Range +9 Proj.spd +200% On Hit.r1 +20 physical While equipped: dps ---------- Res.pen +17% all Acc +32 (+13 eff.) Apr +28 ---------- misc See.Invis +15 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Blursed the Cornac Cursed level 35
10th Dusk 123rd year of Ascendancy at 09:33 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Blursed the Cornac Cursed level 34
41st Pyre 123rd year of Ascendancy at 22:56 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Blursed the Cornac Cursed level 38
35th Dusk 123rd year of Ascendancy at 02:47 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Blursed the Cornac Cursed level 12
3rd Dusk 122nd year of Ascendancy at 17:07 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Blursed the Cornac Cursed level 36
31st Dusk 123rd year of Ascendancy at 10:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Blursed the Cornac Cursed level 20
45th Haze 122nd year of Ascendancy at 05:43 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blursed the Cornac Cursed level 27
6th Pyre 123rd year of Ascendancy at 08:26 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blursed the Cornac Cursed level 29
14th Pyre 123rd year of Ascendancy at 20:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Blursed the Cornac Cursed level 10
7th Mirth 122nd year of Ascendancy at 08:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Blursed the Cornac Cursed level 20
55th Dusk 122nd year of Ascendancy at 08:55 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Blursed the Cornac Cursed level 30
24th Pyre 123rd year of Ascendancy at 00:16 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Blursed the Cornac Cursed level 29
19th Pyre 123rd year of Ascendancy at 18:38 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Blursed the Cornac Cursed level 20
56th Dusk 122nd year of Ascendancy at 03:04 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Blursed the Cornac Cursed level 27
69th Regrowth 123rd year of Ascendancy at 19:33 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Blursed the Cornac Cursed level 26
68th Regrowth 123rd year of Ascendancy at 12:44 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Blursed the Cornac Cursed level 37
31st Dusk 123rd year of Ascendancy at 11:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Blursed the Cornac Cursed level 11
7th Flare 122nd year of Ascendancy at 13:36 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Blursed the Cornac Cursed level 20
25th Regrowth 123rd year of Ascendancy at 12:12 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Blursed the Cornac Cursed level 19
51st Dusk 122nd year of Ascendancy at 09:57 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Blursed the Cornac Cursed level 29
12nd Pyre 123rd year of Ascendancy at 19:38 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Blursed the Cornac Cursed level 18
42nd Dusk 122nd year of Ascendancy at 22:22 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Blursed the Cornac Cursed level 26
67th Regrowth 123rd year of Ascendancy at 09:40 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Blursed the Cornac Cursed level 33
41st Pyre 123rd year of Ascendancy at 09:36 see stats
Log
Orc high pyromancer's cleansing fire area effect hits Warmaster Gnarg for (54 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Thought-forged warrior for (82 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Orc high cryomancer for (59 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Blursed for 41 fire damage.
Orc high pyromancer's cleansing fire area effect hits Thought-forged warrior for (46 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Orc pyromancer for 36 fire damage.
Orc high pyromancer's cleansing fire area effect hits Terror for 49 fire damage.
Warmaster Gnarg hits Blursed for 86 physical damage.
Curse of Nightmares hits Orc warrior for 30 mind, 29 darkness (59 total damage).
Melee retaliation hits Warmaster Gnarg for (2 absorbed), 0 temporal (0 total damage).
The air around Blursed grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Burning Shock from Orc high pyromancer hits Terror for 43 fire damage.
Orc high cryomancer casts Freeze.
Orc high cryomancer's spell attains critical power!
Your hatred grows even as your life fades! (+12 hate)
Orc high cryomancer roars triumphantly.
Orc high cryomancer hits Blursed for 276 cold damage.
Blursed the level 39 cornac cursed was frozen and shattered into a million little shards to death by an orc high cryomancer on level 2 of Vor Armoury.
Terror's is no longer weakened.
Blursed is no longer rampaging.
Blursed has finished recovering.
Blursed deactivates Stalk.
Blursed stops regenerating health quickly.
Blursed deactivates Savage Hunter.
Blursed deactivates Gloom.
Blursed's is no longer weakened.
Blursed deactivates Repel.
Blursed stops burning.
Terror is not stunned anymore.
Terror's is no longer weakened.






























































































































