









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 1.7.2This 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Cursed |
| Level / Exp | 37 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 37 on the 58th Regrowth 123rd year of Ascendancy at 09:23 / 1 |
Primary Stats
| Strength | 61 (base 25) |
| Dexterity | 35 (base 10) |
| Constitution | 112 (base 58) |
| Magic | 13 (base 10) |
| Willpower | 91 (base 60) |
| Cunning | 29 (base 20) |
Resources
| Life | -160/2093 |
| Mana | 211/783 |
| Hate | 14/124 |
| Healing Factor | 1.5910954155525 |
| Regeneration | 48.130636320464 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Invisible | -1.7763568394003E-15 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 59 |
| Crit Chance | 48% |
| APR | 21 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +2% |
| All | +2% |
| Temporal | +14% |
Offense: Damage Penetration
| Acid | +25% |
| Temporal | +10% |
| Lightning | +5% |
| Physical | +7% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 65.848101302777 (99.902084780182%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 22 |
| Physical Save | 43 |
| Spell Save | 35 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 70%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 39%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 508 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 240.92 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 |
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 |
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: 447. | 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. | 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 red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed hummerhorn wing. 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 length of troll intestine. * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed bloated horror heart. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Armezilachik (Corpses) (6 def, 8 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +3 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% temporal Res.pen +10% temporal +7% physical ----- def ----- Armour +8 Defense +6 (+3 eff.) Resists +7% acid +9% temporal +7% cold +8% fire +11% lightning Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Corpses Blindside: Puts all charms on 25 cooldown Level 4.5 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Flashobsidian the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +8.0% Crit.mult +20.00% ----- def ----- Armour +4 Resists +27% fire Max.HP +64.00 ---------- misc Stam/turn +2.00 Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Ulfigadan' (Misfortune) (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +3 Str +5 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% cold +14% fire +3% physical Crit.dmg- 10.00% Spell.save +9 (+5 eff.) Max.HP +100.00 Heal.mod +20% ---------- misc Light +2 Curse of Misfortune A cap made of leather. |
| On hands | hardened leather gloves 'Dawncast' (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% acid +20% cold Melee Ret 4 light 10 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +12% acid +9% light HP.reg +7.00 ---------- misc Stam/turn +1.40 Max.stam +22.00 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew wand of lightning storm 'Kindleserpent' [power 266] (16/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% fire +12% darkness +9% temporal Phys.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (271 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Giduhor the gold ring (Misfortune)0.1 T3 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +21% acid +9% temporal +9% darkness +9% blight +3% cold Max.HP +68.00 HP.reg +13.00 Heal.mod +14% Curse of Misfortune Rings make your fingers look great! |
| On fingers | copper agate ring (Nightmares)0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Max.HP +48.00 HP.reg +6.00 Heal.mod +11% Curse of Nightmares Rings make your fingers look great! |
| Around neck | Nimbusfiend the steel amulet (Misfortune)0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con +4 Wil dps ---------- Res.pen +5% lightning ----- def ----- Resists +14% lightning +13% fire +10% cold Stun/Frz- +22% ---------- misc Infravis +2 Curse of Misfortune Amulets make your neck look great! |
| In main hand | Erygen the Galegasher (Madness) (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex +13 Wil +15 Con dps ---------- Phys.crit +14.0% Mind.crit +7% Crit.mult +29.00% Phys.spd +10% Acc +21 (+5 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +6% lightning Max.HP +79.00 ---------- misc Max.hate +4.00 Curse of Madness Sharp, long, and deadly. |
| Around waist | Gloressra the drakeskin leather belt (Nightmares)1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +15.0% Mind.crit +12% ----- def ----- Resists +12% lightning +14% temporal +6% blight +3% mind +6% nature Anom.red +20 Max.HP +110.00 Disease- +10% Teleport- +20% ---------- misc Max.mana +62.00 Max.stam +65.00 Max.hate +20.00 Max.psi +40.00 Max.vim +26.00 Max.P.En +35.00 Max.N.En +32.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | voratun shield 'Hailstun' (Nightmares) (0 def, 10 armour, 66-79 power, 207.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 While equipped: Stats +2 Mag dps ---------- Spell.pwr +15 (+8 eff.) Melee+ 21 lightning Melee Ret 14 lightning 6 arcane ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +11% fire +12% lightning +40% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | Turohad the cashmere cloak (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +6 Wil +2 Con dps ---------- Acc +22 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life Max.HP +44.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Masteries +0.20 Technique/Combat training Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (Nightmares) (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Nightmares Devouring Flame: Level 4.5 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 48.89 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Gyrach the voratun amulet (Madness)0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Armour +8 Defense +8 (+4 eff.) Res.Cap +5% all Phys.save +25 (+8 eff.) Mind.save +3 (+2 eff.) Blind- +28% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +9 Sight +2 See.Invis +12 Curse of Madness Amulets make your neck look great! |
gold onyx ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +8 Mag +3 Wil +3 Cun +3 Con dps ---------- Melee+ 17 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
gold opal ring (Shrouds)0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +8 Str +2 Dex +2 Mag +2 Wil +2 Cun +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
psionicist's gold ring of light (+24%) (Corpses)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +8 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
rogue's stralite ring of life (Madness)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+6 eff.) Max.HP +40.00 HP.reg +8.00 Heal.mod +14% Curse of Madness Rings make your fingers look great! |
steel onyx ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +5% all Rings make your fingers look great! |
steel onyx ring (Misfortune)0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +3 Dex +3 Mag +3 Wil +6 Cun +9 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 12 physical Ranged+ 7 physical Dmg.mod +13% lightning On Hit (Melee): * 13% chance to reduce all saves and defense by 38 On Hit (Ranged): * 12% chance to reduce all saves and defense by 38 ----- def ----- Resists +26% lightning +6% light Cut- +20% Silence- +10% Confus- +20% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Curse of Misfortune Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
voratun ring 'Fogwolf' (Shrouds)0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +18% lightning +12% blight Res.pen +10% darkness +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +15% darkness Curse of Shrouds Rings make your fingers look great! |
steel dagger 'Sootpride' (Shrouds) (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Res.pen +20% darkness ----- def ----- Crit.dmg- 15.00% ---------- misc Equi/ret +0.08 Light +2 Infravis +3 Curse of Shrouds Sharp, short and deadly. |
thought-forged dwarven-steel dagger (Misfortune) (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 38 While equipped: Stats +3 Cun +3 Wil Curse of Misfortune Sharp, short and deadly. |
Blade of Distorted Time (Nightmares) (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 33 temporal damage and slows enemies in radius 6 of the target by 43% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Curse of Nightmares Blink Blade: Level 5.5 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Corpathus (Corpses) (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +19.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +26.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
elemental steel longsword of projection (Misfortune) (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 36 cold damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +8% cold Curse of Misfortune Sharp, long, and deadly. |
elemental steel waraxe (Corpses) (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 36 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid Curse of Corpses One-handed war axes. |
Flaregrinder the hardened leather belt (Nightmares)1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 2 darkness 4 fire ----- def ----- Resists +9% lightning +10% temporal +6% darkness +18% fire +12% mind Curse of Nightmares A belt that goes around your waist. |
Yvithra the Shimmerpower (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning ----- def ----- Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ivynne the elven-silk cloak (Corpses) (3 def, 10 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +27% mind +12% arcane Res.pen +10% mind ----- def ----- Armour +10 Defense +3 (+2 eff.) Resists +18% acid +14% fire +45% cold +5% arcane +15% lightning Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rainbreak the linen cloak (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal +3% nature +3% cold Phys.save +6 (+2 eff.) Die.at -60.00 life Max.HP +30.00 Heal.mod +20% Knockbk- +10% 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. |
Aetherwalk (Misfortune) (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 63 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Misfortune Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Frost Treads (Shrouds) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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 Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of drakeskin leather boots 'Olohor' (Madness) (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +6 Cun +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +6 (+2 eff.) Res.pen +12% physical ----- def ----- Armour +5 Fatigue -8% Resists +9% lightning +6% fire +6% blight +12% acid Phys.save +32 (+11 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.enc +46 Max.psi +20.00 Curse of Madness A pair of boots made of leather. |
reinforced pair of dwarven-steel boots of force (Madness) (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Fatigue +3% Resists +7% acid +8% fire +8% lightning +9% cold Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinenne (Misfortune) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +3 Con dps ---------- Melee+ 5 temporal Ranged+ 8 temporal Dmg.mod +3% temporal ----- def ----- Armour +3 Fatigue +5% Resists +9% temporal HP.reg +6.00 ---------- misc Stam/turn +1.60 Max.stam +38.00 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Zafang the voratun gauntlets (Misfortune) (0 def, 6 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Cun +2 Con dps ---------- Melee+ 8 acid Dmg.mod +10% acid Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +6 Fatigue +5% Resists +8% acid Phys.save +13 (+4 eff.) Mind.save +14 (+7 eff.) Die.at -20.00 life Max.HP +70.00 ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Blazespawn (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.crit +5.0% Dmg.mod +9% physical +12% fire Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +18% blight ---------- misc Stam/turn +3.00 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Grinachik the hardened leather cap (Nightmares) (0 def, 15 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +7 Con ----- def ----- Armour +15 Fatigue +3% Resists +12% light +6% mind HP.reg +4.00 Heal.mod +20% Disarm- +20% Curse of Nightmares A cap made of leather. |
The Face of Fear (Misfortune) (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Curse of Misfortune Instill Fear: Level 3.5 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 26.52 mind and 26.52 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 28. Terrified: Deals 6.63 mind and 6.63 darkness damage per turn and increases cooldowns by 44%. Haunted: Causes the target to suffer 10.39 mind and 10.39 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
dwarven-steel helm 'Ragirim' (Madness) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce armor by 23% * 20% chance to reduce all saves and defense by 38 ----- def ----- Armour +4 Fatigue +4% Resists +10% blight +8% nature +12% mind +12% acid Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying dwarven-steel mail armour of the deep (Shrouds) (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +7% cold Max.HP +35.00 ---------- misc Breathe water Curse of Shrouds A suit of armour made of mail. |
Durefang the Glimmerbright (Nightmares) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% light +6% mind Res.pen +10% mind ----- def ----- Armour +9 Fatigue +22% Resists +10% darkness +13% blight +17% cold +3% light +17% fire ---------- misc Light +2 Curse of Nightmares A suit of armour made of metal plates. |
Xeryba the voratun plate armour (Madness) (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% temporal Res.pen +15% acid ----- def ----- Armour +16 Fatigue +22% Resists +21% lightning +12% temporal +25% darkness +30% blight +5% arcane HP.reg +8.00 ---------- misc Stam/turn +2.20 Light +2 Curse of Madness A suit of armour made of metal plates. |
Black Mesh (Shrouds) (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Shrouds Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Lightningsnake (Misfortune) (0 def, 4 armour, 11-13 power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 Melee+ +27 lightning While equipped: Stats +2 Dex dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) Melee Ret 13 lightning ----- def ----- Armour +4 Fatigue +8% Resists +42% lightning ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
Lunar Shield (Corpses) (0 def, 20 armour, 45-63 power, 250 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 45.0 - 63.0 Darkness Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 Curse of Corpses A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
669 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. |
3 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. |
2 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Resists +10% blight Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe of endurance (dig speed 35 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 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. |
turquoise0.0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 40/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Gilukalthogar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +25 (+8 eff.) ----- def ----- Resists +15% blight +5% arcane HP.reg +2.00 ---------- misc Light +6 Infravis +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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 145 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
8 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. |
3 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. |
Rod of Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 11/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Dairerig the Darkweeper [power 296] (16/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Str +1 Mag dps ---------- Res.pen +15% darkness ---------- misc Max.stam +30.00 Light +3 See.Invis +15 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Rhidig the Obsidianorder [power 116] (16/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 31% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xerirath [power 170] (16/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Blind- +20% Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 50 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mef the Ghoul Cursed level 26
1st Wintertide 123rd year of Ascendancy at 03:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mef the Ghoul Cursed level 22
3rd Haze 122nd year of Ascendancy at 06:27 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Mef the Ghoul Cursed level 37
43rd Regrowth 123rd year of Ascendancy at 19:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mef the Ghoul Cursed level 21
32nd Dusk 122nd year of Ascendancy at 07:28 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mef the Ghoul Cursed level 33
24th Regrowth 123rd year of Ascendancy at 06:49 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mef the Ghoul Cursed level 26
1st Wintertide 123rd year of Ascendancy at 03:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mef the Ghoul Cursed level 10
6th Flare 122nd year of Ascendancy at 00:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mef the Ghoul Cursed level 20
29th Dusk 122nd year of Ascendancy at 17:06 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mef the Ghoul Cursed level 30
7th Regrowth 123rd year of Ascendancy at 07:06 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Mef the Ghoul Cursed level 26
1st Wintertide 123rd year of Ascendancy at 03:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mef the Ghoul Cursed level 22
13rd Haze 122nd year of Ascendancy at 20:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mef the Ghoul Cursed level 29
6th Regrowth 123rd year of Ascendancy at 13:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mef the Ghoul Cursed level 5
7th Mirth 122nd year of Ascendancy at 15:28 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mef the Ghoul Cursed level 26
1st Wintertide 123rd year of Ascendancy at 03:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mef the Ghoul Cursed level 11
9th Flare 122nd year of Ascendancy at 14:13 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mef the Ghoul Cursed level 24
5th Decay 122nd year of Ascendancy at 23:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mef the Ghoul Cursed level 27
5th Allure 123rd year of Ascendancy at 08:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mef the Ghoul Cursed level 17
16th Dusk 122nd year of Ascendancy at 02:44 see stats
Log
LIFE LOST WARNING!
Grand Corruptor hits Mef for 54 fire damage.
Grand Corruptor receives 280 healing.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Mef uses Instill Fear.
Mef's mind surges with critical power!
Grand Corruptor becomes terrified!
You feel your rampage slowing down. (-1 duration)
Mef hits Grand Corruptor for 11 mind, 12 darkness (24 total damage).
Grand Corruptor hits Mef for 36 fire damage.
Terror is knocked back!
Terror is knocked back!
Grand Corruptor deactivates Fearscape.
Grand Corruptor slows down.
Mef hits Grand Corruptor for 353 healing, 353 healing, 424 healing, 253 healing (0 total damage) [1384 healing].
Mef's nightmare area effect hits Grand Corruptor for 39 mind damage.
Grand Corruptor's bloodspring area effect hits Terror for 502 blight damage.
Grand Corruptor's bloodspring area effect hits Mef for 360 blight damage.
Grand Corruptor's bloodspring area effect hits Terror for 502 blight damage.
Grand Corruptor's bloodspring area effect hits Terror for 602 blight damage.
Overkill hits Terror for 381 blight damage.
Overkill hits Terror for 381 blight damage.
Overkill hits Mef for 273 blight damage.
Mef the level 37 ghoul cursed was infected to death by Grand Corruptor on level 1 of Fearscape.
The air around Mef grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
You are brought back from the Fearscape!
Grand Corruptor is no longer being stalked by Mef.

































































































































