











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 35 / 63% |
Size | medium |
Lifes / Deaths | Killed by Mayyrawen the weaver patriarch at level 34 on the 6th Dusk 123rd year of Ascendancy at 18:53 / 2Killed by Aluin the Fallen at level 35 on the 8th Haze 123rd year of Ascendancy at 22:46 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 60) |
Dexterity | 10 (base 10) |
Constitution | 22 (base 11) |
Magic | 10 (base 10) |
Willpower | 67.000000000001 (base 37) |
Cunning | 71 (base 49) |
Resources
Hate | 91/100 |
Equilibrium | 30 |
Life | -17/856 |
Steam | 100/100 |
Psi | 157/157 |
Healing Factor | 0.90229133203398 |
Regeneration | 3.8347381611444 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 4 |
See Invisible | 7 |
Offense: Mainhand
Damage | 85 |
Accuracy | 60 |
Crit Chance | 31% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Mind | +20% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 56.623158894785 (77.262055219398%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 16 |
Physical Save | 46 |
Spell Save | 38 |
Mental Save | 44 |
Defense: Resistances
Cold | + 14%( 70%) |
Lightning | + 42%( 70%) |
Nature | + 11%( 70%) |
Darkness | + 11%( 70%) |
Blight | + 16%( 70%) |
Physical | + 11%( 70%) |
Mind | + 41%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 73% |
Pinning Resistance | 15% |
Confusion Resistance | 87% |
Fear Resistance | 43% |
Knockback Resistance | 98% |
Instadeath Resistance | 100% |
Blind Resistance | 17% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bethylrada the yellow jelly. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 green worm. * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | ![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Con +4, Wil +10 offense ------ Spell Crit +3% Critical power +10.00% Mindpower +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +3 Physical save +9 (+3 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Mana-on-crit +2.00 Curse of Nightmares Blindside: Puts all charms on 25 turn cooldown Effective talent level: 5.9 Power cost 25 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (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. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% mind Physical save +6 (+2 eff.) Life +20.00 Disease Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +6, Wil +7 offense ------ Mindpower +19 (+5 eff.) defense ------ Armor +4 Fatigue +4% Physical save +13 (+4 eff.) other ------- Stamina when Hit +0.70 EQ when Hit +1.40 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +5% blight Spell save +10 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats Wil +7 offense ------ Critical power +20.00% Ignore resists +10% darkness Accuracy +25 (+7 eff.) defense ------ Mind save +12 (+4 eff.) Confus Resist +44% other ------- Light +3 Curse of Shrouds Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats Con +3 offense ------ Accuracy +11 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+5 eff.) Spell save +10 (+4 eff.) other ------- Max stamina +18.00 Curse of Shrouds Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 135% 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! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Wil +3 defense ------ Resistance +3% cold Crit Resistance 10.00% Physical save +13 (+4 eff.) Spell save +10 (+4 eff.) Mind save +12 (+4 eff.) Life Regen +4.00 Blind Resist +17% Disease Resist +20% other ------- Infravision +4 Sight +2 See Invisibility +7 Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Disrupt Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +18 item manaburn arcane Damage Against +28% Undead, +28% Demon +28% Horror On Hit: * 18 arcane resource burn While equipped: Stats Cun +6, Con +4 offense ------ Physical Crit +3.0% Mindpower +10 (+2 eff.) Ignore resists +20% mind Accuracy +30 (+8 eff.) defense ------ Physical save +9 (+3 eff.) Curse of Shrouds One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 165% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +144 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +3.0% Physical Power +11 (+4 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Critical power +10.00% Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +2 (+1 eff.) Resistance +18% lightning Stealth +5 Stun Resist +30% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: offense ------ When Hit 30 physical defense ------ Armor +27 Defense +2 (+1 eff.) Fatigue +13% Resistance +17% lightning Curse of Nightmares A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -340 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 680 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -760 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1520 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -429 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 858 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 787% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats Wil +1, Mag +3 offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) When Hit 2 temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +2.00 Curse of Nightmares Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... Curse of Madness This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. Curse of Nightmares "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Dex +3 Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +2 Curse of Shrouds Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +15% fire, +14% cold Blind Resist +24% other ------- Infravision +5 Sight +2 See Invisibility +9 Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature While equipped: Stats Lck +9 offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +8 (+4 eff.) Resist unseen 14% Blind Resist +20% other ------- Infravision +5 Sight +2 See Invisibility +6 Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +3 defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +20% Curse of Misfortune Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +3 defense ------ Resistance +10% light, +11% darkness Blind Resist +22% Curse of Corpses Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +10.00% Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Resistance +12% light, +10% darkness Blind Resist +26% Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +27% other ------- Infravision +6 Sight +2 See Invisibility +9 Curse of Misfortune Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats Con +3 defense ------ Physical save +7 (+2 eff.) Life +33.00 Life Regen +2.00 Curse of Shrouds Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Dex +3 defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Curse of Nightmares Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical Healmod +12% Cut Resist +50% other ------- Stamina/turn +0.50 Curse of Madness Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 375 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +3 offense ------ Damage +3% nature, +3% darkness On-Hit (Melee): * 20% chance to slow global speed by 66% * 10% chance to reduce damage dealt by 30% defense ------ Defense +6 (+3 eff.) Resistance +3% darkness Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Curse of Madness Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +5, Dex +5 offense ------ Mindpower +15 (+4 eff.) Accuracy +6 (+2 eff.) defense ------ Resistance +6% darkness Spell save +3 (+1 eff.) Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% light, +25% lightning When Hit 10 lightning defense ------ Fatigue -9% Resistance +6% lightning other ------- Encumbrance +31 Light +2 Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats Cun +3, Mag +2 offense ------ Spellpower +7 (+2 eff.) Damage +21% temporal When Hit 4 lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 38 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Curse of Misfortune Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.68 cold and 18.68 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Curse of Misfortune Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +4, Con +4 offense ------ Physical Power +6 (+2 eff.) defense ------ Life +54.00 Life Regen +12.00 Healmod +14% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Move Speed +16% Damage +6% all Accuracy +8 (+2 eff.) defense ------ Defense +8 (+4 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +25% mind defense ------ Resistance +5% arcane, +6% fire +12% nature, +12% light Life Regen +4.00 Stun Resist +29% Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +2 offense ------ Accuracy +4 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ Damage +12% cold Accuracy +4 (+1 eff.) defense ------ Resistance +24% cold Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Damage +11% blight defense ------ Resistance +11% blight Mind save +8 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +3 defense ------ Defense +6 (+3 eff.) Blind Resist +24% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Con +2 defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +10.00 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Physical save +8 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +6 offense ------ Physical Power +15 (+5 eff.) Spellpower +13 (+4 eff.) Mindpower +17 (+4 eff.) On-Hit 23 light On-Ranged-Hit 24 light Damage +9% lightning, +18% light +7% all Ignore resists +25% cold When Hit 10 cold defense ------ Resistance +3% cold Life Regen +3.00 Stun Resist +56% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats Con +4 offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Curse of Shrouds Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 135% 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! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +2 defense ------ Armor +4 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +2 defense ------ Armor +4 Life Regen +2.00 Stun Resist +20% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Mag +3 defense ------ Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Confus Resist +20% Curse of Corpses Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 160% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 60 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats Str +5, Con +5 offense ------ Critical power +10.00% Curse of Nightmares This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 112% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +7.0% Curse of Corpses Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 Curse of Corpses This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 fire While equipped: Stats Str +3 offense ------ Physical Power +8 (+3 eff.) Damage +15% fire Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +8% all Accuracy +12 (+3 eff.) Ignore Armor +8 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego++] Nature/Psionic Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +0% Undead, +0% Demon +0% Horror On-crit, radius 2 +5 lightning, +5 cold On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Move Speed +20% Ignore resists +5% lightning, +5% cold Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 mind, +10 item expose On Hit: * 10% chance to reduce all saves and defense by 38 While equipped: Stats Cun +2, Wil +1 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Nature Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +16 acid, +18 nature While equipped: offense ------ Ignore resists +11% acid, +9% nature Ignore Armor +8 Curse of Shrouds Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +3% light Ignore resists +5% darkness On-Hit (Melee): * 20 arcane resource burn Curse of Shrouds Blunt and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats Str +3, Wil +3, Cun +3, Con +6 offense ------ On-Hit (Ranged): * 20% chance to slow global speed by 66% other ------- Masteries +0.10 Wild-gift/Fungus Curse of Madness Regenerate 96 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +5 acid, +5 cold On-Hit, radius 1 +4 arcane On Hit: 10% Shoot level 1 While equipped: offense ------ Damage +13% acid, +15% cold +12% light defense ------ Resistance +5% arcane, +3% light other ------- Light +2 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Lck +10 offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Cunning/Survival Curse of Corpses Inertial Shot: Effective talent level: 4.5 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Dex +3, Mag +1 offense ------ Mindpower +3 (+1 eff.) Damage +3% acid When Hit 6 mind defense ------ Crit Resistance 5.00% Physical save +6 (+2 eff.) other ------- Light +1 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats Dex +4, Cun +4, Lck +7 defense ------ Stealth +7 other ------- Disarm Traps +6 Infravision +4 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats Cun +4, Wil +4 offense ------ Against +18% Summoned defense ------ Resistance +7% acid, +6% fire +7% lightning, +7% cold Resist Against +17% Summoned Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Mag +3 offense ------ Spellpower +5 (+2 eff.) Mindpower +3 (+1 eff.) Damage +3% arcane, +9% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +6 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats Cun +6 offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +10 (+5 eff.) Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 164 physical damage (based on Cunning), making them bleed. Curse of Nightmares This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) defense ------ Defense +7 (+4 eff.) Fatigue -2% Physical save +5 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +2 offense ------ Mind Crit +6% Accuracy +4 (+1 eff.) Ignore Armor +4 When Hit 4 mind defense ------ Defense +1 (+1 eff.) Blind Resist +10% Cut Resist +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +6% temporal +3% blight Spell save +6 (+2 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% nature defense ------ Armor +3 Fatigue -2% Resistance +9% acid, +3% cold Physical save +6 (+2 eff.) Teleport Resist +10% other ------- Encumbrance +21 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Str +1, Dex +2 offense ------ Spellpower +4 (+1 eff.) Damage +3% physical Ignore resists +20% physical defense ------ Armor +3 Curse of Shrouds A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +5% fire, +5% cold Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 94.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Str +3 offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +4, Dex +6, Wil +5, Cun +5 Con +6 offense ------ Physical Crit +4.0% Ignore resists +25% physical Ignore Armor +3 defense ------ Armor +10 Fatigue +4% Resistance +12% nature Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +4 offense ------ Mind Crit +1% defense ------ Defense +1 (+1 eff.) Resistance +3% darkness, +3% fire other ------- EQ when Hit +0.80 Psi when Hit +0.90 Hate when Hit +0.90 Hate-on-crit +3.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Dex +3, Wil +1, Cun +4 offense ------ When Hit 4 light, 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3 offense ------ Damage +3% lightning, +6% nature Ignore resists +5% mind, +5% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Armor +3 Fatigue +5% Resistance +6% mind Curse of Shrouds Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 220.1 Physical damage. If the attack hits, the target is confused (25% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats Cun +2 offense ------ Damage +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +15% darkness Mind save +5 (+1 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+1 eff.) Resistance +22% nature, +6% blight Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% nature When Hit 4 fire defense ------ Armor +11 Defense +5 (+3 eff.) Fatigue +4% Resistance +3% nature, +3% light +6% darkness, +2% all Physical save +8 (+2 eff.) Spell save +12 (+4 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats Cun +4, Wil +3 offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Curse of Nightmares A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +11% darkness defense ------ Defense +1 (+1 eff.) Resistance +16% darkness other ------- Mana/turn +0.10 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Master While equipped: offense ------ Damage +12% acid, +9% fire Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce armor by 8% defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% nature, +36% fire Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: offense ------ Ignore resists +15% arcane Ignore Shields +10% When Hit 2 arcane, 2 blight defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +0.50 Max vim +20.00 Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% cold Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: offense ------ When Hit 0 physical defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +17% cold Life Regen +2.60 other ------- Stamina/turn +1.10 Curse of Nightmares A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Nature When used to Attack: Weapon Damage 109% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +20 item temporal energize On-Hit, radius 1 +8 lightning, +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +6% lightning, +21% temporal other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 On-hit +10 item blight disease On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats Str +2, Con +1 offense ------ Damage +27% blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +9% temporal, +16% physical other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego] Nature When used to Attack: Weapon Damage 154% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +144 On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 5 fire When Hit 1 fire defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(123 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +8% Mindpower +6 (+1 eff.) defense ------ Mind save +5 (+1 eff.) Life +54.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 240.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Str +4, Con +8 offense ------ Physical Crit +2.0% defense ------ Defense +20 (+10 eff.) Resistance +2% physical Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 269 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% lightning defense ------ Resistance +6% lightning, +15% cold +6% light Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Defense +10 (+5 eff.) Resistance +3% temporal Crit Resistance 5.00% Cut Resist +20% Knockbk Resist +20% Teleport Resist +20% Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Move Speed +20% Damage +12% physical defense ------ Resistance +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. |
![]() 5.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 defense ------ Disease Resist +50% Curse of Misfortune A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Achievements
By Cornac Cursed the Cornac Cursed level 30
11st Pyre 123rd year of Ascendancy at 05:33 see stats
By Cornac Cursed the Cornac Cursed level 29
1st Time of Balance 123rd year of Ascendancy at 14:03 see stats
By Cornac Cursed the Cornac Cursed level 18
10th Decay 122nd year of Ascendancy at 14:18 see stats
By Cornac Cursed the Cornac Cursed level 34
8th Flare 123rd year of Ascendancy at 05:39 see stats
By Cornac Cursed the Cornac Cursed level 34
7th Dusk 123rd year of Ascendancy at 00:10 see stats
By Cornac Cursed the Cornac Cursed level 32
5th Flare 123rd year of Ascendancy at 16:02 see stats
By Cornac Cursed the Cornac Cursed level 10
14th Haze 122nd year of Ascendancy at 20:28 see stats
By Cornac Cursed the Cornac Cursed level 31
19th Pyre 123rd year of Ascendancy at 10:16 see stats
By Cornac Cursed the Cornac Cursed level 24
40th Regrowth 123rd year of Ascendancy at 15:05 see stats
By Cornac Cursed the Cornac Cursed level 19
4th Regrowth 123rd year of Ascendancy at 10:20 see stats
By Cornac Cursed the Cornac Cursed level 25
45th Regrowth 123rd year of Ascendancy at 01:58 see stats
By Cornac Cursed the Cornac Cursed level 10
4th Mirth 122nd year of Ascendancy at 01:46 see stats
By Cornac Cursed the Cornac Cursed level 20
4th Regrowth 123rd year of Ascendancy at 10:23 see stats
By Cornac Cursed the Cornac Cursed level 30
1st Time of Balance 123rd year of Ascendancy at 14:03 see stats
By Cornac Cursed the Cornac Cursed level 23
17th Regrowth 123rd year of Ascendancy at 18:01 see stats
By Cornac Cursed the Cornac Cursed level 32
19th Pyre 123rd year of Ascendancy at 14:34 see stats
By Cornac Cursed the Cornac Cursed level 6
78th Pyre 122nd year of Ascendancy at 08:41 see stats
By Cornac Cursed the Cornac Cursed level 25
50th Regrowth 123rd year of Ascendancy at 11:06 see stats
By Cornac Cursed the Cornac Cursed level 10
6th Mirth 122nd year of Ascendancy at 04:38 see stats
By Cornac Cursed the Cornac Cursed level 35
78th Dusk 123rd year of Ascendancy at 03:20 see stats
By Cornac Cursed the Cornac Cursed level 25
49th Regrowth 123rd year of Ascendancy at 22:22 see stats
By Cornac Cursed the Cornac Cursed level 30
17th Pyre 123rd year of Ascendancy at 14:54 see stats
By Cornac Cursed the Cornac Cursed level 19
6th Allure 123rd year of Ascendancy at 18:19 see stats
By Cornac Cursed the Cornac Cursed level 34
6th Dusk 123rd year of Ascendancy at 18:53 see stats
By Cornac Cursed the Cornac Cursed level 28
1st Time of Balance 123rd year of Ascendancy at 02:24 see stats
Log
Cornac Cursed's mind surges with critical power!
Talent Mana Clash is ready to use.
Talent Resonance Field is ready to use.
Aluin the Fallen rushes out!
Cornac Cursed repels an attack from Aluin the Fallen.
Aluin the Fallen says: 'Your name will join the lost and forgotten '
Cornac Cursed's manaburn arcane area effect hits Aluin the Fallen for (47 absorbed), 0 arcane (0 total damage).
Cornac Cursed uses Mana Clash.
Aluin the Fallen deactivates Chant of Light.
Cornac Cursed hits Aluin the Fallen for (41 absorbed), 0 arcane (0 total damage).
Aluin the Fallen moves reluctantly!
Mindrot hits Aluin the Fallen for (8 absorbed), 0 mind, (8 absorbed), 0 darkness (0 total damage).
Cornac Cursed attunes to the damage.
Aluin the Fallen uses Block.
Mindrot hits Cornac Cursed for 2 mind, (4 antimagic), 0 darkness (2 total damage).
Cornac Cursed's manaburn arcane area effect hits Aluin the Fallen for (1 blocked), 0 arcane (0 total damage).
Cornac Cursed activates his powerful stralite torque of mindblast!
Cornac Cursed hits Aluin the Fallen for (275 absorbed), 0 mind (0 total damage).
Mindrot hits Aluin the Fallen for (10 absorbed), 0 mind, (10 blocked), 0 darkness (0 total damage).
Mindrot hits Cornac Cursed for 2 mind, (3 antimagic), 0 darkness (2 total damage).
Aluin the Fallen uses Slash.
Cornac Cursed begins rampaging!
LOW HEALTH WARNING!
The shield around Aluin the Fallen crumbles.
Aluin the Fallen steals life from Cornac Cursed!
Aluin the Fallen hits Cornac Cursed for (47 rampage shugs off), 446 physical, 89 physical (535 total damage).
Melee retaliation hits Aluin the Fallen for (13 absorbed), 27 physical, 40 physical (68 total damage).
Cornac Cursed the level 35 cornac cursed was stabbed to death by Aluin the Fallen on level 2 of Trollmire.