












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 27 / 55% |
| Size | huge |
| Lifes / Deaths | Killed by Horned Horror at level 14 on the 4th Haze 122nd year of Ascendancy at 04:49 1 / 5Killed by snow giant boulder thrower at level 19 on the 69th Haze 122nd year of Ascendancy at 10:47 Killed by Ce'Nirin the Blightborn at level 24 on the 17th Regrowth 123rd year of Ascendancy at 03:14 Killed by Grand Corruptor at level 25 on the 17th Regrowth 123rd year of Ascendancy at 11:26 Killed by elven cultist at level 25 on the 19th Regrowth 123rd year of Ascendancy at 17:33 |
Primary Stats
| Strength | 73 (base 58) |
| Dexterity | 33.340449927278 (base 24) |
| Constitution | 18 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 48.340449927278 (base 33) |
| Cunning | 32.340449927278 (base 18) |
Resources
| Life | 848/848 |
| Hate | 25/100 |
| Stamina | 274/274 |
| Healing Factor | 0.91505297156223 |
| Regeneration | 6.6341340438262 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 34 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +18% |
| Physical | +12% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 55.883307766991 (100%) |
| Defense | 45 |
| Ranged Defense | 48 |
| Fatigue | 46 |
| Physical Save | 32 |
| Spell Save | 41 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 45%( 70%) |
| Physical | + 4%( 73%) |
| Mind | + 38%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 43% |
| Fear Resistance | 28% |
| Poison Resistance | 18% |
| Blind Resistance | 30% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Disarm Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 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 392 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% 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 Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -3 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 33 mind and 33 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 51 Mind damage, and deal 51 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -3 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | restorative pair of dwarven-steel boots of strife (Nightmares) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +12% Curse of Nightmares Blindside: Puts all charms on 25 cooldown Level 3.9 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 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 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. |
| Quiver | Frigidquell (14/14, 125% power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Ranged+ +20 blight +12 lightning On Hit.r1 +20 cold On Crit.r2 +20 cold On Hit: 20% Epidemic 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 9 Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Hazesun' (Nightmares) (7 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +18% cold Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% Spell.save +3 (+1 eff.) Max.HP +40.00 Cut- +10% Silence- +20% Disarm- +10% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Armemahek (Corpses) (15 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +5 Dex dps ---------- Phys.crit +1.0% Phys.pwr +18 (+5 eff.) Res.pen +10% physical Apr +2 ----- def ----- Armour +2 Defense +15 (+5 eff.) Unarmed combat: Power 125% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered steel torque of mindblast [power 245] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's gold ring of speed0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +16% Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% nature +7% blight Poison- +18% Disease- +14% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
| On fingers | Zubovena the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Wil +4 Mag dps ---------- Crit.mult +10.00% Res.pen +25% blight ----- def ----- HP.reg +4.00 Stun/Frz- +32% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
| Around neck | Blindobsidian of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +1 Cun dps ---------- On Melee Ret: * 31% chance to reduce strength, dexterity, and constitution by 9 * 31% chance to reduce damage dealt by 22% ----- def ----- Resists +15% light +12% darkness +15% mind Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +16 (+7 eff.) Blind- +30% Confus- +23% ---------- misc Light +3 Amulets make your neck look great! |
| In main hand | Bakan (Nightmares) (191% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 191% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Resists +9% blight +5% arcane +6% nature Mind.save +6 (+3 eff.) Curse of Nightmares Massive two-handed swords. |
| Around waist | blurring rough leather belt of the giants (Madness)1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Spell.save +6 (+2 eff.) Stealth +5 ---------- misc Size +1 Curse of Madness A belt that goes around your waist. |
| In off hand | Titanic (Madness) (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Tarrarerim (Misfortune) (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Mag +5 Wil +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -3% Resists +11% cold Mind.save +5 (+3 eff.) 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 | Velassra the voratun mail armour (Misfortune) (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.crit +4.0% Melee+ 11 acid 11 fire Apr +3 Melee Ret 13 acid 11 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +42% acid +21% fire Max.HP +96.00 ---------- misc Stam/turn +3.00 Curse of Misfortune A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 darkness, 5 blight, 5 cold, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
mindweaver's steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) Confus- +11% Amulets make your neck look great! |
warmaker's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +6 Dex +7 Wil dps ---------- Crit.mult +13.00% Acc +7 (+3 eff.) Apr +13 Amulets make your neck look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +23% ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.03 cold and 16.16 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +9 See.Invis +5 Rings make your fingers look great! |
pixie's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +6 (+5 eff.) Melee+ 16 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
rogue's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
sneakthief's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
steel ring 'Quenchschism'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold +3% fire Res.pen +10% light +15% cold ----- def ----- Resists +9% cold Max.HP +23.00 Disarm- +24% Pinning- +22% Knockbk- +23% ---------- misc Light +1 Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +25% Rings make your fingers look great! |
gold Prothotipe's Prismatic Eye ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold Acc +13 (+5 eff.) Apr +12 ----- def ----- Defense +13 (+4 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +13 (+8 eff.) Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of frost (+22%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
caustic steel greatsword of enduring (Shrouds) (130% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid +21 nature While equipped: Stats +7 Con +10 Wil dps ---------- Res.pen +9% acid +7% nature Apr +10 ----- def ----- Max.HP +16.00 Curse of Shrouds Massive two-handed swords. |
enhanced steel dagger (Shrouds) (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +5 Mag +4 Wil +4 Cun +5 Con Curse of Shrouds Sharp, short and deadly. |
Tundrasmash (Corpses) (135% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 135% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Melee Ret 8 cold ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 See.Invis +9 Curse of Corpses Sharp, short and deadly. |
enhanced dwarven-steel dagger of crippling (Nightmares) (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +5 Dex +5 Mag +7 Wil +6 Cun +5 Con dps ---------- Phys.crit +5.0% Curse of Nightmares Sharp, short and deadly. |
dwarven-steel shield 'Manadraldir' (Misfortune) (0 def, 27 armour, 139% power, 147 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +147 While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% ----- def ----- Armour +27 Fatigue +8% Phys.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Talents +1 Block Curse of Misfortune Handheld deflection devices. |
shocking dwarven-steel shield of acid resistance (+15%) (Madness) (0 def, 6 armour, 137% power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 9 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
duelist's hardened leather armour of the hero (Misfortune) (13 def, 9 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +5 Mag +5 Wil +10 Cun ----- def ----- Armour +9 Defense +13 (+4 eff.) Fatigue +8% Max.HP +51.00 Curse of Misfortune A suit of armour made of leather. |
Shivernull (Shrouds) (4 def, 20 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun +5 Con dps ---------- Dmg.mod +3% cold Melee Ret 4 temporal 4 cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +12% Mind.save +12 (+5 eff.) Max.HP +42.00 Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds A suit of armour made of mail. |
noble's rough leather belt of life (Corpses)1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned HP.reg +0.90 Heal.mod +11% Curse of Corpses A belt that goes around your waist. |
hardened leather belt of burglary (Madness)1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Infravis +4 Curse of Madness A belt that goes around your waist. |
murderer's cashmere cloak of the Shaloren (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +1 Mag +2 Wil +2 Cun dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) 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. |
Bregastir the Sewernoon (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +25% arcane Melee Ret 4 nature ----- def ----- Armour +1 Resists +5% arcane +3% nature Stealth +6 ---------- misc Light +2 Curse of Madness A pair of boots made of leather. |
blood-soaked pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 Curse of Misfortune A pair of boots made of leather. |
Amyharalar (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Str +2 Dex dps ---------- Phys.crit +2.0% Mov.spd +10% Res.pen +25% acid Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +3 Fatigue -7% Max.HP +39.00 ---------- misc Stam/turn +3.50 Curse of Corpses A pair of boots made of leather. |
Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 Curse of Misfortune These gloves are coated with a thick, green liquid. |
umbral hardened leather gloves of dexterity (+3) (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness Acc +12 (+5 eff.) ----- def ----- Armour +2 Resists +8% darkness Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 6% chance to reduce damage dealt by 22% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanevea (Shrouds) (10 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Phys.crit +2.0% Dmg.mod +5% arcane Res.pen +15% arcane ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +3% Die.at -80.00 life ---------- misc Stam/turn +3.00 Unarmed combat: Power 123% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +9 arcane Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of spellstriking (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +10 Mag +8 Wil dps ---------- Spell.pwr +4 (+3 eff.) Melee+ 5 acid 5 lightning 5 fire 6 arcane 4 cold Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +5 ice +9 lightning +10 fire +7 arcane +8 acid On Hit: 10% Manathrust 3 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Nightdash' (Corpses) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Melee+ 7 blight Dmg.mod +7% blight Res.pen +15% darkness +5% mind Melee Ret 2 darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +3% cold +9% darkness Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 blight On Hit: 20% Soul Rot 3 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of the Brotherhood (Madness) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Curse of Madness Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Woepanic the rough leather cap (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Fatigue +1% Curse of Nightmares A cap made of leather. |
grounding rough leather cap of constitution (+3) (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal Curse of Misfortune A cap made of leather. |
Un'fezan's Cap (Nightmares) (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+6 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Curse of Nightmares Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Crown of Command (Misfortune) (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Curse of Misfortune Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
9 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. |
8 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 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
7 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. |
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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
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. |
258 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 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 10 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ogre Cursed Normal the Ogre Cursed level 12
18th Dusk 122nd year of Ascendancy at 02:36 see stats
Earth Master
Killed Harkor'Zun.By Ogre Cursed Normal the Ogre Cursed level 19
69th Haze 122nd year of Ascendancy at 12:01 see stats
Exterminator
Killed 1000 creatures.By Ogre Cursed Normal the Ogre Cursed level 18
57th Haze 122nd year of Ascendancy at 23:36 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ogre Cursed Normal the Ogre Cursed level 27
33rd Regrowth 123rd year of Ascendancy at 16:20 see stats
Level 10
Got a character to level 10.By Ogre Cursed Normal the Ogre Cursed level 10
10th Mirth 122nd year of Ascendancy at 03:41 see stats
Level 20
Got a character to level 20.By Ogre Cursed Normal the Ogre Cursed level 20
72nd Haze 122nd year of Ascendancy at 02:20 see stats
Size matters
Did over 600 damage in one attack.By Ogre Cursed Normal the Ogre Cursed level 21
2nd Allure 123rd year of Ascendancy at 10:14 see stats
The Arena
Unlocked Arena mode.By Ogre Cursed Normal the Ogre Cursed level 10
10th Mirth 122nd year of Ascendancy at 19:49 see stats
The secret city
Discovered the truth about mages.By Ogre Cursed Normal the Ogre Cursed level 10
2nd Summertide 122nd year of Ascendancy at 19:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ogre Cursed Normal the Ogre Cursed level 18
58th Haze 122nd year of Ascendancy at 10:25 see stats
Log
Ogre Cursed Normal picks up (E.): hungering thorny mindstar (Madness) (94% power, 24 apr, nature damage).
Ogre Cursed Normal picks up (F.): caustic stralite steamgun of piercing (Misfortune).
Ogre Cursed Normal receives 10 healing from Unnatural Body.
Resting starts...
Ogre Cursed Normal is no longer out of phase.
The shield around Ogre Cursed Normal crumbles.
Rested for 4 turns (stop reason: all resources and life at maximum).
Talent Blindside is ready to use.
Talent Frenzy is ready to use.
Talent Rune: Shielding is ready to use.
Talent Ogric Wrath is ready to use.
Talent Writ Large is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
You gain 3.40 gold from the transmogrification of wanderer's pair of dwarven-steel boots of phasing (Corpses) (0 def, 4 armour).
You gain 1.21 gold from the transmogrification of cleansing hardened leather armour of lightning resistance (Shrouds) (9 def, 6 armour).
You gain 2.99 gold from the transmogrification of cashmere robe of alchemy (Nightmares) (0 def, 0 armour).
You gain 2.57 gold from the transmogrification of plaguebringer's pouch of dwarven-steel shots of accuracy (19/21, 136% power, 3 apr).
You gain 7.21 gold from the transmogrification of caustic stralite steamgun of piercing (Misfortune).
You gain 1.97 gold from the transmogrification of hungering thorny mindstar (Madness) (94% power, 24 apr, nature damage).
You gain 3.30 gold from the transmogrification of elemental stralite dagger of daylight (Madness) (132% power, 9 apr).
You gain 3.79 gold from the transmogrification of elemental dwarven-steel dagger of shearing (Madness) (117% power, 7 apr).
You gain 1.32 gold from the transmogrification of acidic iron dagger of phasing (Misfortune) (101% power, 12 apr).
You gain 2.82 gold from the transmogrification of warbringer's dwarven-steel longsword (Corpses) (121% power, 4 apr).
You gain 2.37 gold from the transmogrification of balanced dwarven-steel longsword of erosion (Misfortune) (126% power, 4 apr).
You gain 0.90 gold from the transmogrification of movement infusion (speed 565%; cd 10).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.












































































































