











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Cursed |
Level / Exp | 50 / 139% |
Size | medium |
Lifes / Deaths | Killed by Layunn the scintillating elven cultist at level 50 on the 26th Profit 123rd year of Ascendancy at 17:33 / 1 |
Primary Stats
Strength | 67.817091048378 (base 60) |
Dexterity | 61 (base 60) |
Constitution | 26.634182096757 (base 10) |
Magic | 21.817091048378 (base 10) |
Willpower | 68.634182096757 (base 19) |
Cunning | 82 (base 60) |
Resources
Life | -42/1591 |
Hate | 54/100 |
Equilibrium | 18 |
Healing Factor | 0.90633427650496 |
Regeneration | 2.0392521221361 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 20.634182096757 |
Stealth | 77 |
Offense: Mainhand
Damage | 67 |
Accuracy | 57 |
Crit Chance | 26% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Acid | +38% |
Darkness | +33% |
Cold | +47% |
Lightning | +25% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Cold | +30% |
Arcane | +25% |
Defense: Base
Armour (hardiness) | 86.139431127222 (93.292586063405%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 23 |
Physical Save | 51 |
Spell Save | 51 |
Mental Save | 49 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 27%( 70%) |
Physical | + 40%( 75%) |
Cold | + 58%( 70%) |
All | + 14%( 70%) |
Darkness | + 64%( 81%) |
Mind | + 27%( 70%) |
Fire | + 48%( 70%) |
Lightning | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Blind Resistance | 22% |
Silence Resistance | 28% |
Bleed Resistance | 10% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 141 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 127 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 Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +13 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 56 mind and 75 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (summon Terrors and chances to slow, deal 81 Mind damage, and deal 108 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 24% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 24% for 3 turns. |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Curse of Nightmares Telekinetic Leap: Effective talent level: 5.4 Power cost 20 out of 17/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: defense ------ Life +42.00 Blind Resist +22% Confus Resist +11% other ------- Light +6 See Stealth +5 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. 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 | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+7 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning Curse of Nightmares This jeweled crown shimmers with colors. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 10 acid Damage +4% acid Accuracy +12 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% darkness +8% acid other ------- Infravision +3 Unarmed combat: Weapon Damage 27.5 - 38.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On-hit +10 darkness On-crit, radius 2 +8 acid On Hit: 10% Corrosive Breath level 5 On Crit: 10% Dominate level 5 Curse of Corpses Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 32% defense ------ Defense +5 (+2 eff.) Physical save +9 (+3 eff.) Life Regen +2.00 Cut Resist +10% Stun Resist +42% Curse of Nightmares Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +18% darkness +12% cold Ignore resists +15% darkness +20% cold defense ------ Resistance +3% acid +6% cold +6% darkness Silence Resist +28% other ------- Mana/turn +0.12 Curse of Corpses Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Critical power +15.00% Damage +9% acid +15% darkness Ignore resists +25% arcane defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Misfortune Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego++] Nature/Psionic When used to Attack: Weapon Damage 40.5 - 48.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +142 On-hit +13 physical On Hit: * Deal physical damage equal to your armor (86) While equipped: Stats +3 Wil defense ------ Armor +12 Fatigue +8% Resistance +18% physical Windwall +42 Slow Projectiles +15% other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune Slumber: Effective talent level: 5.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 88 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +35 Defense +25 (+7 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+5 eff.) Spell save +25 (+8 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. Curse of Shrouds "Wreckage all about you. Is there anything left inside?" |
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 203 then cleanse 1 wound, poison, and disease effect. 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: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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: 10 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 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 magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con offense ------ Damage +3% nature Ignore resists +5% nature defense ------ Resistance +6% nature +12% physical other ------- Stamina/turn +0.90 Curse of Shrouds Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Defense +30 (+8 eff.) Resistance +22% lightning +4% physical Physical save +9 (+3 eff.) Unlife -60.00 life Healmod +20% Disease Resist +20% Stun Resist +32% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Nightmares Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Wil defense ------ Resistance +3% mind Life Regen +2.00 Stun Resist +22% other ------- EQ when Hit +0.12 Max hate +6.00 Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +3% blight defense ------ Resistance +22% nature +6% mind Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con offense ------ Damage +9% blight +6% cold +11% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 defense ------ Resistance +22% darkness +3% blight Physical save +13 (+4 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +7 Cun offense ------ Spellpower +6 (+3 eff.) Mindpower +6 (+1 eff.) Damage +9% cold Ignore resists +5% cold When Hit 6 cold defense ------ Spell save +6 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Curse of Corpses 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 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun +1 Wil offense ------ Spellpower/crit +2 On-Hit 14 physical On-Ranged-Hit 13 physical Damage +3% blight Ignore resists +15% arcane On-Hit (Melee): * 13% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 39 defense ------ Resistance +6% nature Physical save +9 (+3 eff.) Spell save +10 (+3 eff.) Mind save +8 (+3 eff.) Life +31.00 Disarm Resist +32% Pinning Resist +20% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +2.00 Max hate +8.00 Max vim +10.00 Curse of Nightmares Bleeding Edge: 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: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Dex offense ------ On-Hit 19 physical On-Ranged-Hit 15 physical Accuracy +12 (+3 eff.) On-Hit (Melee): * 16% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 39 other ------- Hate-on-crit +2.00 Max hate +9.00 Curse of Nightmares Bleeding Edge: 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: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Shrouds Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Psionic Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 mind On Hit: * 17% chance to reduce all saves and defense by 39 While equipped: Stats +2 Cun +3 Wil Curse of Madness Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Psionic Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +12 Str +13 Dex +12 Mag +12 Wil +9 Cun +9 Con Curse of Corpses Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 15.5 - 21.7 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 +5 fire On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 While equipped: offense ------ Damage +6% arcane Ignore resists +5% arcane When Hit 2 arcane defense ------ Resistance +5% arcane Curse of Madness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +7 Str +8 Dex +6 Mag +15 Wil +5 Cun +13 Con defense ------ Life +28.00 Curse of Madness Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Physical Crit +15.0% Critical power +29.00% Damage +9% arcane Ignore resists +15% mind +15% blight Ignore Armor +12 defense ------ Healmod +20% Blind Resist +20% Curse of Shrouds Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Str offense ------ Ignore resists +20% physical Accuracy +9 (+2 eff.) defense ------ Defense +8 (+3 eff.) Resistance +6% lightning Disarm Resist +28% other ------- Stamina/turn +3.00 Curse of Madness One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Curse of Death level 4 On Hit: 20% Epidemic level 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 16 While equipped: defense ------ Disease Resist +23% Curse of Corpses One-handed war axes. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: defense ------ Resistance +5% blight +7% all Life +46.00 Life Regen +1.50 Healmod +12% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +7% all +15% fire Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +9% physical +19% fire +10% cold defense ------ Resistance +13% acid +14% physical +16% fire +14% cold +13% all other ------- Cooldown Refit Golem -4 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Norgos's Pelt (Corpses) (3 def, 5 armour) Norgos's Pelt (Corpses) (3 def, 5 armour)9.0 Encumbrance T1 light armor [Unique] Master While equipped: Stats +5 Str +15 Con offense ------ On-Hit 10 % chance to stun defense ------ Armor +5 Defense +3 (+1 eff.) Ranged Defense +10 (+3 eff.) Fatigue +10% Resistance +15% cold other ------- Stamina/turn +1.00 Max stamina +45.00 Curse of Corpses A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+13 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Corpses Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +6 Resistance +6% blight +3% fire Life +33.00 Disarm Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +5% light +5% darkness Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Mindpower +5 (+1 eff.) Damage +3% darkness +9% cold defense ------ Mind save +5 (+2 eff.) other ------- EQ when Hit +0.12 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+3 eff.) defense ------ Physical save +6 (+2 eff.) Life Regen +0.90 Healmod +12% other ------- Hate-on-crit +3.00 Max stamina +20.00 Curse of Corpses A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Mag defense ------ Defense +30 (+8 eff.) Resistance +12% darkness +5% arcane Life +121.00 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +24% Summoned defense ------ Resist Against +23% Summoned Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +7 (+2 eff.) Fatigue -2% Physical save +5 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +5.00% Physical Power +15 (+3 eff.) Ignore Armor +1 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold Unlife -60.00 life other ------- Max stamina +10.00 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] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 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 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Ignore resists +10% fire Accuracy +25 (+6 eff.) Ignore Armor +2 defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +14% blight +2% physical +13% nature Life Regen +5.00 Healmod +12% other ------- Max psi +20.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +4 (+2 eff.) Damage +9% arcane Ignore resists +5% blight defense ------ Armor +1 other ------- Mana-on-crit +1.00 Vim-on-crit +2.00 Curse of Nightmares A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +31 (+14 eff.) Spellpower/crit +2 Damage +7% acid +5% blight Ignore resists +15% arcane When Hit 10 blight defense ------ Armor +3 Resistance +6% blight Disease Resist +27% other ------- Max vim +20.00 Curse of Shrouds A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +20% Confus Resist +23% Stun Resist +27% Curse of Shrouds A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% When Hit 2 cold defense ------ Armor +5 Fatigue +2% Resistance +6% fire other ------- Infravision +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +10% mind +10% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 68% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Life Regen +3.00 Healmod +14% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 Curse of Misfortune These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +11.0% Spell Crit +14% Mind Crit +11% Critical power +9.00% On-Hit 5 acid 6 fire 5 cold 5 lightning defense ------ Armor +3 Unarmed combat: Weapon Damage 33.5 - 36.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On-hit +17 ice +24 fire +18 acid +17 lightning On Crit: 20% Cripple level 5 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex offense ------ Critical power +5.00% On-Hit 6 darkness Damage +3% darkness defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue +1% Resistance +5% darkness other ------- Hate-on-crit +3.00 Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 32% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Curse of Misfortune Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +2 Cun +2 Con offense ------ On-Hit 6 physical Damage +4% physical On-Hit (Melee): * 10% chance to reduce armor by 26% defense ------ Armor +7 Fatigue +1% Resistance +6% mind Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Critical power +15.00% Mindpower +25 (+6 eff.) On-Hit 10 cold Damage +9% darkness +7% cold Ignore resists +15% darkness defense ------ Armor +2 Fatigue +3% Resistance +29% cold Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +10 ice On Hit: 10% Ice Breath level 3 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +13% acid +12% mind Ignore resists +25% mind defense ------ Defense +2 (+1 eff.) Resistance +19% acid +9% cold Crit Resistance 5.00% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +6% light +6% darkness Spell save +3 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +4 Wil offense ------ Mind Crit +6% defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +3% Resistance +4% all Physical save +7 (+2 eff.) Blind Resist +20% Curse of Nightmares A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +12 Cun +7 Con offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +3% Resistance +6% lightning Curse of Corpses A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +9% darkness Ignore resists +20% nature Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Resistance +9% nature +3% cold Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 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 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 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 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 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. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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 [Ego+] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+1 eff.) 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Spellpower +15 (+7 eff.) Damage +3% blight defense ------ Fatigue -5% other ------- Mana/turn +0.12 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +16% nature +5% arcane Physical save +12 (+4 eff.) Life +60.00 other ------- Psi when Hit +0.12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T1 wand charm [Rare] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Crit Resistance 10.00% other ------- Light +2 See Invisibility +9 Fire a magical bolt dealing 145 acid damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Real the Dwarf Cursed level 45
15th Profit 123rd year of Ascendancy at 12:52 see stats
By Real the Dwarf Cursed level 41
25th Voratun 123rd year of Ascendancy at 02:55 see stats
By Real the Dwarf Cursed level 10
40th Steel 123rd year of Ascendancy at 23:57 see stats
By Real the Dwarf Cursed level 20
44th Steel 123rd year of Ascendancy at 14:43 see stats
By Real the Dwarf Cursed level 30
10th Voratun 123rd year of Ascendancy at 01:03 see stats
By Real the Dwarf Cursed level 40
25th Voratun 123rd year of Ascendancy at 01:41 see stats
By Real the Dwarf Cursed level 50
17th Profit 123rd year of Ascendancy at 08:26 see stats
By Real the Dwarf Cursed level 26
4th Gold 123rd year of Ascendancy at 10:51 see stats
By Real the Dwarf Cursed level 50
26th Profit 123rd year of Ascendancy at 17:31 see stats
By Real the Dwarf Cursed level 43
25th Voratun 123rd year of Ascendancy at 11:49 see stats
By Real the Dwarf Cursed level 25
4th Gold 123rd year of Ascendancy at 01:58 see stats
Log
Real's nightmare area effect hits Layunn the scintillating elven cultist for (73 absorbed), 16 mind (16 total damage).
Real's nightmare area effect hits Ce'Nosekira the crystalline thief for 97 darkness damage.
Real's nightmare area effect hits Layunn the scintillating elven cultist for 77 darkness damage.
Real's nightmare area effect hits Wisp for 99 mind damage.
The air around Real grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Real's nightmare area effect killed Wisp!
Real uses Blindside.
Real is out of phase.
Real performs a melee critical strike against Terror!
Your rampage is invigorated by your fierce attack! (+1 duration)
You feel your rampage slowing down. (-1 duration)
Real hits Terror for 288 cold, 14 lightning, 14 fire, 32 acid, 17 cold (365 total damage).
The cursed miasma around Layunn the scintillating elven cultist dissipates.
Real hits Layunn the scintillating elven cultist for 30 darkness, 35 mind (65 total damage).
Real uses Cursed Sentry.
You feel your rampage slowing down. (-1 duration)
Layunn the scintillating elven cultist activates his torque!
Animated ash longbow 'Hazekiss' (Corpses) is silenced!
Layunn the scintillating elven cultist hits Animated ash longbow 'Hazekiss' (Corpses) for 99 mind damage.
Multi-hued crystal's Elemental Bolt hits Terror for 512 lightning damage.
Real's purging blight area effect hits Ce'Nosekira the crystalline thief for 28 blight damage.
Real's nightmare area effect hits Layunn the scintillating elven cultist for 89 mind damage.
Talent Block is ready to use.
Talent Rampage is ready to use.
Talent Infusion: Regeneration is ready to use.
Weakness Disease from Layunn the scintillating elven cultist hits Real for 47 blight damage.
Real receives 2 healing from Unnatural Body.
Real the level 50 dwarf cursed was poxed to death by Layunn the scintillating elven cultist on level 2 of Scintillating Caverns.
You are no longer encumbered.