











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced CN 1.5.10Escorts Enhanced Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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.
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 26 / 48% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 11 on the 67th Haze 122nd year of Ascendancy at 11:11 0 / 7Killed by Zubedheba the thief at level 16 on the 7th Decay 122nd year of Ascendancy at 03:25 Killed by Eilinima the large white snake at level 17 on the 8th Decay 122nd year of Ascendancy at 18:48 Killed by Lisama the slimy ooze at level 19 on the 41st Pyre 123rd year of Ascendancy at 07:29 Killed by dreaming horror at level 23 on the 1st Summertide 123rd year of Ascendancy at 05:58 Killed by Aronne the elven guard at level 26 on the 55th Dusk 123rd year of Ascendancy at 09:57 Killed by armoured skeleton warrior at level 26 on the 55th Dusk 123rd year of Ascendancy at 11:06 |
Antimagic | Follower |
Primary Stats
Strength | 58 (base 55) |
Dexterity | 16 (base 14) |
Constitution | 21 (base 10) |
Magic | 12 (base 10) |
Willpower | 59 (base 51) |
Cunning | 22 (base 10) |
Resources
Hate | 100/100 |
Equilibrium | 30 |
Life | -72/910 |
Stamina | 344/344 |
Psi | 169/169 |
Healing Factor | 1.0948044672221 |
Regeneration | 11.221745789026 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 7 |
See Stealth | 8 |
See Invisible | 11 |
Offense: Mainhand
Damage | 90 |
Accuracy | 46 |
Crit Chance | 19% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 46 |
Crit Chance | 19% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +12% |
Cold | +9% |
All | 0% |
Darkness | +3% |
Physical | +9% |
Mind | +21% |
Fire | +21% |
Nature | +18% |
Offense: Damage Penetration
Lightning | +12% |
Temporal | +5% |
Physical | +8% |
Arcane | +15% |
Cold | +13% |
All | 0% |
Defense: Base
Armour (hardiness) | 47 (60%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 40 |
Mental Save | 42 |
Defense: Resistances
Acid | + 33%( 70%) |
Physical | + 19%( 70%) |
Cold | + 38%( 70%) |
All | + 18%( 70%) |
Darkness | + 18%( 70%) |
Light | + 23%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 23%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Pinning Resistance | 21% |
Knockback Resistance | 80% |
Confusion Resistance | 53% |
Fear Resistance | 18% |
Stun Resistance | 62% |
Instadeath Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Krog | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
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 talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +4 Con dps ---------- Dmg.mod +6% mind Res.pen +15% arcane Acc +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.stam +10.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Nature/Psionic Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +20 lightning On Crit.r2 +9 lightning On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) Blind- +29% Confus- +15% ---------- misc Light +7 See.Stealth +8 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% darkness Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +1% physical Phys.save +6 (+2 eff.) HP.reg +4.00 Confus- +20% Curse of Nightmares A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Mag dps ---------- Res.pen +5% temporal ----- def ----- Armour +12 Mind.save +20 (+7 eff.) Max.HP +109.00 HP.reg +4.00 ---------- misc Stam/turn +1.20 Max.stam +27.00 Infravis +3 Unarmed combat: Power 37.0 - 40.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Hit: 20% Battle Shout 5 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +3% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% acid +6% fire ---------- misc Max.psi +20.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 278 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +27.00 Disarm- +25% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +21% fire Melee Ret 4 cold ----- def ----- Resists +9% cold HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 12% Blind- +12% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Ego++] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +8% physical Acc +9 (+3 eff.) Apr +8 Curse of Madness Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +8 light On Crit.r2 +27 lightning +29 cold While equipped: dps ---------- Spell.crit +5% Mov.spd +31% Dmg.mod +12% arcane Res.pen +12% lightning +13% cold ----- def ----- Resists +6% light Spell.save +15 (+5 eff.) Curse of Nightmares One-handed war axes. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +9% physical ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +15% cold Phys.save +5 (+2 eff.) Mind.save +10 (+4 eff.) Die.at -50.00 life Max.HP +36.00 ---------- misc Max.stam +10.00 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 | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 58 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -232 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 464 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -440 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 880 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 670% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Heal.mod +12% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Res.pen +15% mind Melee Ret 8 acid ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +12% darkness Blind- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Wil ----- def ----- Resists +15% nature +13% blight Poison- +22% Disease- +36% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +28.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +5 (+2 eff.) Apr +12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +15% fire +14% cold Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% temporal Pinning- +31% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +16% light +15% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +16% mind Confus- +27% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 10 light 7 darkness Dmg.mod +9% light +9% darkness On Melee Ret: * 9% chance to reduce damage dealt by 24% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Max.HP +21.00 Disarm- +24% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Silence- +26% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Mind.save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Mind.save +7 (+3 eff.) Confus- +31% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue -7% Resists +16% acid +15% fire +15% lightning +17% cold ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Resists +7% nature +9% blight Poison- +18% Disease- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +14% nature +15% blight ----- def ----- Resists +15% blight +9% acid +31% nature +12% light HP.reg +5.00 Poison- +10% Stun/Frz- +40% Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Curse of Nightmares Sharp, long, and deadly. |
![]() 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: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +12 darkness While equipped: Stats +3 Cun +4 Con dps ---------- Res.pen +8% all Acc +8 (+3 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% mind Curse of Nightmares One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +5 ----- def ----- Max.HP +27.00 Curse of Shrouds One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 acid On Crit.r2 +8 lightning On Crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% acid ----- def ----- Resists +18% lightning Curse of Shrouds One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +7 (+2 eff.) Curse of Madness One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Curse of Nightmares One-handed war axes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +9% all Acc +11 (+4 eff.) Apr +9 Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 cold On Crit.r2 +12 arcane While equipped: Stats +5 Str +2 Dex +2 Cun +3 Con dps ---------- Dmg.mod +23% cold Res.pen +20% arcane ----- def ----- Resists +6% blight Crit.chn- 15.00% Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Proj.spd +200% Ranged+ +20 mind +16 arcane On Hit.r1 +16 arcane On Crit.r2 +20 lightning +20 arcane On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature/Master Power 54.0 - 75.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +17 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Psionic Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Psionic Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +13 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 23.5 - 32.9 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Disrupt When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 Melee+ +17 cold While equipped: Stats +3 Wil +3 Con dps ---------- Melee+ 14 acid 9 nature On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 13 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +7% acid +18% cold +9% nature ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all ---------- misc Stam/turn +2.00 Light +1 See.Invis +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +7% blight +11% all Max.HP +43.00 HP.reg +1.50 Heal.mod +15% Poison- +28% Disease- +29% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss Curse of Corpses This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +9% blight +13% all Max.HP +53.00 HP.reg +3.40 Heal.mod +22% Poison- +29% Disease- +22% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Rare] Master While equipped: Stats +2 Str +7 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% light +6% physical ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +24% acid Phys.save +9 (+3 eff.) Die.at -80.00 life ---------- misc Light +2 Curse of Misfortune A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% blight On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Defense +13 (+7 eff.) Stealth +10 Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Madness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +10 Cun +8 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +14 Stam/turn +2.00 Max.stam +20.00 Infravis +3 See.Invis +21 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +7 (+3 eff.) Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% darkness +9% mind Acc +5 (+2 eff.) Apr +4 On Hit (Melee): * 20% chance to reduce damage dealt by 24% * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +9% fire Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +6% acid Acc +10 (+3 eff.) Melee Ret 10 physical ----- def ----- Defense +2 (+1 eff.) Max.HP +35.00 ---------- misc Max.stam +30.00 Max.psi +20.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% darkness +5% light ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness Mind.save +6 (+2 eff.) ---------- misc Max.psi +10.00 Light +3 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 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Cun +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal +3% physical Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Melee Ret 2 arcane ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness +9% cold Mind.save +15 (+5 eff.) Teleport- +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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 (+1 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 Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Melee Ret 4 physical ----- def ----- Armour +3 Fatigue -5% Resists +6% blight Phys.save +8 (+3 eff.) Confus- +20% ---------- misc Max.enc +29 Curse of Madness A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +9% nature Res.pen +10% light +10% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Phys.save +16 (+6 eff.) Mind.save +18 (+6 eff.) ---------- misc Light +3 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: Stats +4 Str +4 Dex dps ---------- Dmg.mod +15% light ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue +3% Resists +3% blight Crit.chn- 5.00% ---------- misc Light +3 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. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Dex +3 Wil +4 Con dps ---------- Mind.crit +7% Mind.pwr +6 (+2 eff.) Res.pen +10% mind +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness ---------- misc See.Invis +6 Curse of Shrouds Blindside: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Curse of Misfortune Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +7 Fatigue +3% Resists +10% acid +8% fire +6% lightning +5% cold 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. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +3% arcane +12% blight Melee Ret 2 arcane ----- def ----- Armour +2 Phys.save +15 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +30% ---------- misc Max.stam +20.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 physical On Hit: 10% Juggernaut 1 Curse of Nightmares Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 acid Dmg.mod +3% acid Acc +14 (+5 eff.) ----- def ----- Armour +3 Resists +7% acid Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +11.0% Atk.spd 100% On Crit.r2 +9 acid On Hit: 10% Corrosive Breath 5 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+3 eff.) On Melee Ret: * 28 arcane resource burn ----- def ----- Armour +3 Resists +7% darkness Spell.save +12 (+4 eff.) ---------- misc Infravis +1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +8.0% Atk.spd 100% Melee+ +10 darkness On Crit: 10% Dominate 5 On Hit: * 25 arcane resource burn Curse of Corpses Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid ----- def ----- Armour +2 Fatigue +3% Resists +9% mind Crit.chn- 5.00% HP.reg +1.80 ---------- misc Stam/turn +0.50 Psi/turn +0.13 Infravis +3 See.Invis +6 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Second Wind 1 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% lightning +15% mind ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +6% cold +3% nature ---------- misc Breathe water Curse of Corpses A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Melee Ret 6 lightning 2 physical ----- def ----- Defense +12 (+6 eff.) Resists +12% darkness Phys.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -40.00 life Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +9% physical Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +4% Resists +15% acid +6% mind +6% darkness +9% lightning Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Curse of Shrouds 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 158.2 Physical damage. If the attack hits, the target is confused (28% 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +3 Wil +5 Con dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.psi +30.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +20% nature ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% darkness +3% cold Phys.save +5 (+2 eff.) Heal.mod +11% Teleport- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 11% ----- def ----- Resists +15% nature +3% temporal +6% darkness +5% arcane Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +1.0% Res.pen +15% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +10 (+5 eff.) Resists +6% mind ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 369 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 387 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% nature ----- def ----- Armour +4 Resists +6% blight +2% physical Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 505 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Loial the Krog Cursed level 11
67th Haze 122nd year of Ascendancy at 11:55 see stats
By Loial the Krog Cursed level 11
62nd Haze 122nd year of Ascendancy at 21:48 see stats
By Loial the Krog Cursed level 18
9th Decay 122nd year of Ascendancy at 20:25 see stats
By Loial the Krog Cursed level 18
26th Regrowth 123rd year of Ascendancy at 04:18 see stats
By Loial the Krog Cursed level 10
27th Haze 122nd year of Ascendancy at 07:44 see stats
By Loial the Krog Cursed level 20
42nd Pyre 123rd year of Ascendancy at 02:24 see stats
By Loial the Krog Cursed level 18
33rd Regrowth 123rd year of Ascendancy at 22:47 see stats
By Loial the Krog Cursed level 7
10th Mirth 122nd year of Ascendancy at 16:47 see stats
By Loial the Krog Cursed level 18
10th Decay 122nd year of Ascendancy at 15:01 see stats
Log
Armoured skeleton warrior hits Loial for 161 physical, (35 antimagic), 0 lightning, (27 rampage shugs off), 180 physical, (35 antimagic), 0 lightning (340 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 absorbed), 0 nature, (3 absorbed), 0 cold, (14 absorbed), 0 nature, (2 absorbed), 0 nature, (3 absorbed), 0 cold, (14 absorbed), 0 nature (0 total damage).
Poladalle the elven cultist casts Rune: Manasurge.
Poladalle the elven cultist starts to surge mana.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Loial uses Infusion: Movement.
You feel your rampage slowing down. (-1 duration)
Loial is moving at extreme speed!
Your movements fuel your rampage! (+1 duration)
You pickup 0.56 gold pieces.
Melee retaliation hits Armoured skeleton warrior for (1 absorbed), 0 nature, (1 absorbed), 0 cold, (7 absorbed), 0 nature (0 total damage).
Armoured skeleton warrior hits Loial for 195 physical damage.
You pickup 0.73 gold pieces.
You pickup 0.69 gold pieces.
Loial hits Armoured skeleton warrior for (3 absorbed), 0 darkness, (2 absorbed), 0 mind (0 total damage).
You pickup 0.43 gold pieces.
Loial has shrugged off 27 damage and is ready for more.
Mindrot hits Armoured skeleton warrior for (2 absorbed), 0 mind, (1 absorbed), 0 darkness (0 total damage).
Mindrot hits Elven warrior for 3 mind, 2 darkness (5 total damage).
Mindrot hits Armoured skeleton warrior for (2 absorbed), 0 mind, (1 absorbed), 0 darkness (0 total damage).
Armoured skeleton warrior uses Overpower.
Loial resists the knockback!
Armoured skeleton warrior hits Loial for (27 rampage shugs off), 124 physical, (3 antimagic), 0 nature, (16 antimagic), 0 lightning, 66 physical, (28 antimagic), 0 lightning, 65 physical (255 total damage).
Melee retaliation hits Armoured skeleton warrior for (1 absorbed), 0 nature, (1 absorbed), 0 cold, (6 absorbed), 0 nature, (1 absorbed), 0 nature, (1 absorbed), 0 cold, (6 absorbed), 0 nature, (1 absorbed), 0 nature, (1 absorbed), 0 cold, (6 absorbed), 0 nature (0 total damage).
Loial the level 26 krog cursed was smashed to death by an armoured skeleton warrior on level 4 of Dark crypt.