











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 38 / 72% |
Size | medium |
Lifes / Deaths | Killed by Aryma the dremling at level 20 on the 34th Pyre 123rd year of Ascendancy at 07:10 / 3Killed by Ce'Nussra the corrupted war dog at level 34 on the 31st Haze 123rd year of Ascendancy at 23:16 Killed by nightmare horror at level 38 on the 50th Haze 123rd year of Ascendancy at 10:51 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 22 (base 10) |
Magic | 17 (base 10) |
Willpower | 21 (base 14) |
Cunning | 57 (base 32) |
Resources
Life | -105/1030 |
Hate | 76/100 |
Healing Factor | 1.3241906530278 |
Regeneration | 5.6278102753682 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +119.12780626606% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
Stealth | 30 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 136 |
Accuracy | 43 |
Crit Chance | 38% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Blight | +5% |
Arcane | +6% |
All | 0% |
Nature | +15% |
Offense: Damage Penetration
Acid | +5% |
Physical | +28% |
Lightning | +15% |
Arcane | +10% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 58.511077022655 (89.749889547741%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 29 |
Physical Save | 35 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 39%( 70%) |
All | + 13%( 70%) |
Darkness | + 34%( 70%) |
Temporal | + 27%( 70%) |
Physical | + 13%( 70%) |
Cold | + 30%( 70%) |
Fire | + 26%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Stun Resistance | 100% |
Disarm Resistance | 52% |
Confusion Resistance | 81% |
Fear Resistance | 45% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (5/5)
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 651% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 4 times. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 3 times. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Nereda the blue crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Guvea the venom drake hatchling. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Ce'Nuyathra the fiery orc wyrmic. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by Eilinelratha the brown bear. Escort: lost defiler (level 2 of Old Forest) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Guts. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Ialro the quasit. Escort: repented thief (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 202. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 pouch of luminous horror dust. * You've found the needed vampire lord fang. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed naga tongue. * You've found the needed vial of squid ink. 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 vial of elder vampire blood. * You've found the needed ice ant stinger. * You've found the needed electric eel tail. | 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 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Move Speed +10% Ignore resists +5% acid defense ------ Armor +10 Fatigue -6% Resistance +9% blight Life +39.00 Healmod +10% Silence Resist +22% Confus Resist +26% Stun Resist +27% Teleport Resist +10% other ------- Stamina/turn +0.40 Infravision +2 Curse of Nightmares A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 26/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Fanged Collar (Misfortune) Fanged Collar (Misfortune)0.0 Encumbrance T4 head armor [Unique] Curse of Misfortune It's a head... but is it yours? |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +7 Str +6 Dex +5 Wil +5 Cun +3 Con offense ------ Physical Power +19 (+4 eff.) Ignore resists +15% lightning +25% fire Accuracy +7 (+2 eff.) Ignore Armor +11 defense ------ Armor +3 Fatigue +5% Resistance +15% fire Disarm Resist +29% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +23 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Disarm level 5 On Hit: 15% Perfect Strike level 5 Curse of Shrouds Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Str +3 Dex +3 Mag +6 Con offense ------ Physical Power +12 (+3 eff.) Damage +15% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +30% nature +6% temporal Spell save +6 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +9 (+4 eff.) defense ------ Stun Resist +30% Curse of Corpses Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +20.00 You have died, but that does not bother the collar at all... 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. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego++] Master Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +9.0% Physical Power +9 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +23% Curse of Misfortune Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 67.5 - 81.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +134 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Physical Power +8 (+2 eff.) On-Hit 26 cold Ignore resists +20% physical Ignore Armor +1 When Hit 3 ice defense ------ Armor +20 Fatigue +8% Life +52.00 other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +10% darkness +11% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Curse of Misfortune Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mind Crit +1% Mindpower +15 (+5 eff.) Damage +6% arcane Ignore resists +10% arcane defense ------ Armor +11 Fatigue +22% Resistance +5% arcane Mind save +15 (+6 eff.) Life +51.00 Life Regen +4.00 Healmod +13% Curse of Nightmares A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% 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. 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 increase movement speed by 637% 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. 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 141.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 87.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% lightning Ignore resists +15% lightning defense ------ Resistance +20% lightning +8% physical Stun Resist +26% other ------- Stamina/turn +0.40 Masteries +0.21 Cursed/Cursed aura Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Con defense ------ Crit Resistance 15.00% other ------- Light +1 Masteries +0.12 Cursed/Strife Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck +3 Dex offense ------ Critical power +12.00% Accuracy +15 (+5 eff.) Ignore Armor +12 defense ------ Defense +7 (+3 eff.) Resistance +9% acid +3% temporal Resist unseen 12% Blind Resist +10% Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Damage +15% blight Accuracy +15 (+5 eff.) defense ------ Fatigue -7% Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Max vim +50.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +4% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex +4 Wil +3 Con offense ------ Damage +6% mind defense ------ Physical save +8 (+4 eff.) Life +39.00 Life Regen +3.00 other ------- Psi when Hit +0.24 Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil offense ------ Mindpower +8 (+3 eff.) Damage +9% light When Hit 10 fire defense ------ Fatigue -6% Resistance +3% light +6% fire Mind save +8 (+4 eff.) Life Regen +2.00 Blind Resist +15% Confus Resist +15% other ------- Infravision +6 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +2 Mag offense ------ When Hit 4 cold defense ------ Resistance +9% temporal Crit Resistance 10.00% Life +24.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +21% other ------- See Invisibility +3 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% nature Ignore resists +20% cold defense ------ Resistance +24% nature Unlife -40.00 life Life +80.00 Poison Resist +20% Silence Resist +20% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +6 Cun +4 Wil offense ------ Spell Crit +6% Critical power +10.00% Damage +15% acid Ignore resists +10% darkness defense ------ Resistance +30% acid other ------- Max hate +10.00 Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +25% darkness +9% cold Ignore resists +20% lightning When Hit 4 lightning defense ------ Resistance +41% darkness +21% cold Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) other ------- Light +4 Infravision +4 Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% blight +12% acid Life +20.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +21% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Con offense ------ When Hit 10 physical defense ------ Armor +4 Resistance +6% mind Crit Resistance 10.00% Unlife -60.00 life Life +37.00 Disarm Resist +38% Pinning Resist +34% Knockbk Resist +27% other ------- Max stamina +30.00 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex +9 Mag +1 Cun +3 Con defense ------ Resistance +6% nature Spell save +12 (+6 eff.) other ------- Max stamina +10.00 Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% physical defense ------ Resistance +11% physical Mind save +6 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun defense ------ Defense +10 (+5 eff.) Resistance +15% acid +12% fire +16% lightning +16% cold Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) On-Hit 5 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +7.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) other ------- Light +4 Infravision +4 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +88.00 Life Regen +5.00 Healmod +13% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +22.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +23% Curse of Nightmares Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+4 eff.) Stun Resist +20% Knockbk Resist +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: Stats +10 Con +12 Wil defense ------ Life +62.00 Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Psionic Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 cold +12 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Dex +3 Mag +7 Cun defense ------ Resistance +18% cold Curse of Shrouds Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +21 lightning On-crit, radius 2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 23% While equipped: Stats +3 Cun offense ------ Critical power +20.00% Mindpower +30 (+10 eff.) Damage +26% lightning +12% temporal other ------- Max psi +20.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +20 fire On-Hit, radius 1 +20 light +16 fire On Critical: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: offense ------ Damage +18% fire +6% temporal defense ------ Resistance +6% light Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +11 fire On-crit, radius 2 +16 cold While equipped: defense ------ Resistance +15% light Physical save +6 (+3 eff.) Unlife -80.00 life Life Regen +4.00 Cut Resist +20% Confus Resist +20% Curse of Madness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Unique] Nature/Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence +18 nature While equipped: offense ------ Accuracy +6 (+2 eff.) Curse of Madness Rush: Effective talent level: 3.0 Power cost 15 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +4% Mindpower +14 (+5 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +17 lightning On-Hit, radius 1 +16 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: offense ------ Damage +16% lightning +12% blight Ignore resists +20% blight When Hit 10 fire defense ------ Resistance +15% fire Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +21 acid +35 nature While equipped: Stats +3 Str +3 Wil offense ------ Critical power +10.00% Physical Power +12 (+3 eff.) Spellpower/crit +2 Damage +14% physical Ignore resists +5% acid +15% nature Ignore Armor +6 When Hit 8 blight other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Cun +11 Wil offense ------ Spell Crit +3% Mind Crit +4% Spellpower +9 (+4 eff.) Damage +20% cold On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Armor +8 Hardiness +7% Physical save +8 (+4 eff.) other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Str defense ------ Resistance +12% blight +12% cold Life +100.00 Disease Resist +20% Curse of Madness One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Ignore resists +5% physical defense ------ Defense +20 (+9 eff.) Resistance +6% fire +6% light +6% cold Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Damage +24% arcane Ignore Shields +30% defense ------ Crit Resistance 15.00% Spell save +9 (+4 eff.) Life +100.00 Life Regen +4.00 Cut Resist +20% other ------- Size +1 Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +18 Cun +4 Dex offense ------ Ignore Shields +30% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +3 Spell save +9 (+4 eff.) other ------- Mana/turn +0.24 Curse of Nightmares Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 63% 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. A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +5 Dex offense ------ On-Hit 7 mind 8 cold Damage +3% mind +5% cold Accuracy +7 (+2 eff.) When Hit 4 light defense ------ Armor +2 Fatigue +3% Resistance +5% cold +7% darkness +6% mind other ------- Infravision +2 Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-hit +9 darkness On-crit, radius 2 +6 ice +8 mind On Hit: 10% Ice Breath level 3 On Hit: 20% Psychic Lobotomy level 3 On Crit: 10% Dominate level 3 Curse of Misfortune Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 cold Damage +3% cold Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% cold Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Spell Crit +5% Spellpower +13 (+6 eff.) defense ------ Armor +3 Disarm Resist +31% other ------- Mana/turn +0.25 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +11 arcane On Hit: 10% Disarm level 5 On Hit: 10% Elemental Bolt level 5 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil defense ------ Armor +10 Defense +10 (+5 eff.) Fatigue +4% Resistance +8% blight +12% cold Mind save +13 (+6 eff.) Unlife -80.00 life Life Regen +4.00 other ------- Stamina when Hit +1.50 EQ when Hit +0.70 Breathe water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +8% Life Regen +3.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +13% light +13% darkness Curse of Misfortune A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Spell Crit +6% Spellpower +20 (+10 eff.) Ignore resists +20% arcane Ignore Shields +30% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Mind save +16 (+7 eff.) other ------- Mana-on-crit +2.00 Max mana +100.00 Max vim +40.00 Curse of Corpses A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% acid +14% light +13% darkness Curse of Nightmares A suit of armour made of leather. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+8 eff.) Ranged Defense +15 (+7 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Nightmares This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+9 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block Curse of Shrouds This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 26.5 - 37.1 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T2 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +14 fire +12 light +12 darkness While equipped: Stats +2 Str +5 Cun +3 Mag offense ------ Damage +11% light +14% darkness When Hit 5 fire defense ------ Armor +4 Fatigue +8% Resistance +13% fire +12% light +10% darkness other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Ignore resists +10% physical defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue -5% Resistance +6% cold Unlife -80.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Spellpower +10 (+5 eff.) Ignore Armor +10 defense ------ Spell save +15 (+7 eff.) Healmod +20% Blind Resist +20% Silence Resist +20% other ------- Mana/turn +0.12 Max mana +80.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spell Crit +2% Spellpower +5 (+2 eff.) Spellpower/crit +10 Ignore resists +5% mind defense ------ Resistance +3% temporal Physical save +6 (+3 eff.) Healmod +11% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +5.00% Damage +9% lightning +9% mind other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +10.00% Ignore resists +10% darkness +5% lightning Ignore Armor +3 defense ------ Resistance +6% lightning Physical save +3 (+1 eff.) 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. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats +5 Dex offense ------ Physical Power +15 (+4 eff.) Damage +10% light Ignore resists +14% all Accuracy +10 (+3 eff.) Ignore Armor +11 defense ------ Armor +4 Defense +15 (+7 eff.) Resistance +11% darkness Affinity +5% light other ------- Light +13 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 70.43 light damage. At talent level 3 you gain 15% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 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 T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% physical Ignore Armor +1 defense ------ Resistance +6% acid +3% blight Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 T2 wand charm [Rare] Arcane While equipped: Stats +7 Con offense ------ Accuracy +20 (+7 eff.) defense ------ Resistance +4% physical Physical save +18 (+7 eff.) Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 14% 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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. |
Achievements
By Guts the Cornac Cursed level 8
58th Dusk 122nd year of Ascendancy at 02:08 see stats
By Guts the Cornac Cursed level 32
75th Dusk 123rd year of Ascendancy at 00:18 see stats
By Guts the Cornac Cursed level 24
70th Pyre 123rd year of Ascendancy at 09:27 see stats
By Guts the Cornac Cursed level 33
29th Haze 123rd year of Ascendancy at 13:56 see stats
By Guts the Cornac Cursed level 38
49th Haze 123rd year of Ascendancy at 22:01 see stats
By Guts the Cornac Cursed level 35
38th Haze 123rd year of Ascendancy at 07:19 see stats
By Guts the Cornac Cursed level 10
3rd Allure 123rd year of Ascendancy at 10:55 see stats
By Guts the Cornac Cursed level 20
1st Time of Balance 123rd year of Ascendancy at 14:42 see stats
By Guts the Cornac Cursed level 30
39th Dusk 123rd year of Ascendancy at 15:20 see stats
By Guts the Cornac Cursed level 29
25th Dusk 123rd year of Ascendancy at 08:05 see stats
By Guts the Cornac Cursed level 34
31st Haze 123rd year of Ascendancy at 17:38 see stats
By Guts the Cornac Cursed level 12
20th Regrowth 123rd year of Ascendancy at 03:29 see stats
By Guts the Cornac Cursed level 7
11st Dusk 122nd year of Ascendancy at 14:40 see stats
By Guts the Cornac Cursed level 31
63rd Dusk 123rd year of Ascendancy at 05:42 see stats
By Guts the Cornac Cursed level 11
15th Regrowth 123rd year of Ascendancy at 05:35 see stats
By Guts the Cornac Cursed level 23
69th Pyre 123rd year of Ascendancy at 03:27 see stats
By Guts the Cornac Cursed level 17
59th Regrowth 123rd year of Ascendancy at 21:46 see stats
By Guts the Cornac Cursed level 20
34th Pyre 123rd year of Ascendancy at 07:10 see stats
Log
Guts is dismayed!
Guts hits Something for 0 darkness, 0 mind (0 total damage).
Your summoned terror disappears.
Something teleports some damage to Guts!
Guts hits Something for 0 darkness, 7 mind (7 total damage).
Guts hits Guts for 19 teleported, 13 teleported (32 total damage).
Guts hits Something for (19 teleported), 0 darkness, (13 teleported), 0 mind (0 total damage).
Mindrot hits Guts for 4 teleported damage.
The air around Guts grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Guts misses Something.
Something teleports some damage to Guts!
Guts hits Guts for 54 teleported, 13 teleported (67 total damage).
Guts hits Something for (54 teleported), 0 physical, (13 teleported), 0 cold (0 total damage).
Something misses Something.
Something performs a ranged critical strike against Something!
Something hits Something for 194 physical damage.
Guts harrows Mirror Image (Animated elven-wood starstaff of invocation)!
Something teleports some damage to Something!
Something hits Something for 28 mind damage.
Something hits Something for 26 darkness damage.
Something hits Guts for 44 darkness, 67 teleported (110 total damage).
Something hits Something for (67 teleported), 0 darkness (0 total damage).
Something hits Something for 0 darkness damage.
Something hits Something for 19 darkness damage.
Guts the level 38 cornac cursed was swallowed by the void to death by a nightmare horror on level 8 of Dreadfell.