











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 20 / 93% |
| Size | big |
| Lifes / Deaths | Killed by Ragnon's Inner Demon at level 20 on the 71st Haze 122nd year of Ascendancy at 07:48 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 46) |
| Dexterity | 21 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 43) |
| Cunning | 10 (base 10) |
Resources
| Life | -223/566 |
| Hate | 61/100 |
| Equilibrium | 48 |
| Healing Factor | 1.0357456758703 |
| Regeneration | 2.9518751762303 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 40 |
| Crit Chance | 4% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 40 |
| Crit Chance | 3% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +6% |
| Cold | +5% |
| Nature | +12% |
| Physical | +6% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +10% |
| Light | +15% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 16 |
| Physical Save | 38 |
| Spell Save | 23 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 35%( 70%) |
| Mind | + 10%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 18% |
| Disarm Resistance | 31% |
| Confusion Resistance | 86% |
| Fear Resistance | 35% |
| Stun Resistance | 35% |
| Poison Resistance | 20% |
| Knockback Resistance | 85% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed green worm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Cyredalaith' (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% physical Apr +2 Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +2% Die.at -60.00 life ---------- misc Stam/turn +0.40 Max.stam +13.00 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. |
| Light source | brass lantern 'Islytha'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Crit.chn- 10.00% Mind.save +8 (+3 eff.) Die.at -60.00 life Confus- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather cap 'Blindtrail' (Corpses) (7 def, 12 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% light Res.pen +15% light ----- def ----- Armour +12 Defense +7 (+3 eff.) Fatigue +5% Resists +15% acid +25% darkness +12% cold +5% arcane +3% all Phys.save +12 (+5 eff.) ---------- misc Infravis +5 Breathe water Curse of Corpses A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Hazewalker' (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Crit.mult +20.00% Res.pen +5% cold Melee Ret 2 cold On Hit (Melee): * 10% chance to slow global speed by 58% * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Phys.save +14 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 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. |
| On fingers | mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+2 eff.) Confus- +21% ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | Demoncutter the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +3% darkness Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | Satyrdredge0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +12% nature Melee Ret 2 cold On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +14% nature +10% blight Poison- +20% Disease- +25% Amulets make your neck look great! |
| In main hand | gifted pulsing mindstar of life (Corpses) (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
| Around waist | Treedeath the rough leather belt (Corpses)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Defense +9 (+4 eff.) Resists +5% arcane +1% physical Spell.save +3 (+2 eff.) Stealth +6 Die.at -80.00 life Max.HP +20.00 Curse of Corpses A belt that goes around your waist. |
| In off hand | vined mindstar 'Galerip' (Shrouds) (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +24 (+8 eff.) Dmg.mod +5% lightning +5% cold +6% physical ----- def ----- Defense +7 (+3 eff.) Resists +9% lightning Heal.mod +12% Heal/summ +14 Pinning- +18% ---------- misc Hate/m.crit +2.00 Psi/m.crit +1.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
| Cloak | linen cloak 'Islynor' (Madness) (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +6 (+3 eff.) Resists +6% temporal +2% physical Max.HP +31.00 Heal.mod +5% 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. |
| Main armor | Behemoth Hide (Shrouds) (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 Curse of Shrouds A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
healing infusion (heal 44; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 172; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 496%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 496% 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. |
movement infusion of the titan (speed 464%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 464% 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. |
movement infusion of the titan (speed 484%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 484% 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. |
movement infusion of the warrior (speed 591%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 591% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 253; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the warrior (damage 147; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 146.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 96; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 95.55 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. |
Boltorder the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 4 lightning ----- def ----- Fatigue -5% Resists +6% cold +18% fire HP.reg +2.00 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... 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. |
Murkoracle0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Mag +3 Con dps ---------- S.pwr/crit +2 Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +21.00 Amulets make your neck look great! |
Sparkwish the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Wil dps ---------- Res.pen +10% fire Melee Ret 8 lightning ----- def ----- Resists +12% lightning +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
copper amulet 'Betulenne'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +5% acid ----- def ----- Resists +3% light +13% fire +3% darkness +11% cold Crit.chn- 15.00% ---------- misc See.Invis +3 Amulets make your neck look great! |
Issihad0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Light +1 See.Invis +3 Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
balanced steel battleaxe (Misfortune) (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +29% Curse of Misfortune Massive two-handed battleaxes. |
elemental iron battleaxe (Madness) (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Arcane Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +10% fire Curse of Madness Massive two-handed battleaxes. |
iron greatmaul of enduring (Shrouds) (20-31 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Nature Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +24.00 Curse of Shrouds Massive two-handed mauls. |
balanced dwarven-steel greatsword of massacre (Corpses) (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +32% Curse of Corpses Massive two-handed swords. |
chilling steel greatsword of amnesia (Nightmares) (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Curse of Nightmares Massive two-handed swords. |
truestriking steel greatsword of vileness (Nightmares) (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +10% physical Acc +9 (+4 eff.) Apr +9 Curse of Nightmares Massive two-handed swords. |
elm longbow 'Noonvault' (Nightmares)4.0 T1 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning +8 light While equipped: dps ---------- Dmg.mod +14% lightning +6% light +3% mind Res.pen +15% light ----- def ----- Resists +3% mind Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Emelenor the vined mindstar (Shrouds) (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +12 physical While equipped: Stats +3 Str dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +14.00 HP.reg +0.90 Heal.mod +12% Heal/summ +10 ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Curse of Shrouds 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. |
Healmight the mossy mindstar (Nightmares) (2-3 power, 13 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +2.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +2 Cun +3 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +1% physical ---------- misc 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. |
Prismransom (Madness) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +5% Unnatural On Hit.r1 +12 light On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% mind +8% darkness Res.pen +10% light +6% mind +7% darkness ----- def ----- Resists +9% fire Mind.save +3 (+1 eff.) ---------- misc Max.hate +3.00 Max.psi +16.00 Talents +1 Attune Mindstar Curse of Madness 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. |
hungering vined mindstar (Nightmares) (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Hate/kill +1.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Curse of Nightmares Inflict 94.38 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
mossy mindstar 'Stokenaught' (Corpses) (2-3 power, 13 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +5.5% Atk.spd 100% Phasing +20% On Crit.r2 +4 fire While equipped: Stats +1 Str dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
halfling cured leather sling (Misfortune)4.0 T2 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +10% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
magelord's ash vilestaff of channeling (Madness) (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +21 (+8 eff.) Melee+ 19 arcane Dmg.mod +15% blight ---------- misc Mana/turn +0.14 Max.mana +32.00 Talents +1 Command Staff Curse of Madness Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel steamsaw of cold resistance (+18%) (Nightmares) (18-28 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +8 (+4 eff.) Apr +6 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +18% cold ---------- misc Talents +2 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling steel steamsaw (Misfortune) (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% physical Shield.near.proj +13 Proj.slow +10% ---------- misc Talents +1 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Belaregrim the steel waraxe (Nightmares) (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 physical On Hit: * 10 arcane resource burn While equipped: Stats +5 Str +4 Dex +5 Mag +11 Wil +4 Cun +12 Con dps ---------- Dmg.mod +6% physical ----- def ----- Max.HP +24.00 ---------- misc Stam/turn +2.00 Curse of Nightmares One-handed war axes. |
Lightningstreaker the rough leather belt (Misfortune)1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +15% lightning Res.pen +20% mind +20% darkness ----- def ----- Mind.save +6 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
rough leather belt of unlife (Corpses)1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
Nerussra the linen cloak (Misfortune) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +10% mind Apr +2 ----- def ----- Defense +7 (+3 eff.) Phys.save +7 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velota (Corpses) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +6% blight Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +20.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystwarden the linen robe (Corpses) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Disrupt While equipped: dps ---------- Res.pen +5% acid Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce damage dealt by 25% On Melee Ret: * 4% chance to slow global speed by 58% * 4 arcane resource burn ----- def ----- Resists +18% nature +7% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (Madness) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcreek (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Acc +20 (+10 eff.) ----- def ----- Armour +1 Resists +8% lightning +5% temporal Phys.save +3 (+2 eff.) Curse of Shrouds A pair of boots made of leather. |
grounding pair of dwarven-steel boots of disengagement (Shrouds) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +5% temporal Curse of Shrouds Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 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 76% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +1 Phys.save +13 (+5 eff.) Mind.save +11 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
cinder dwarven-steel gauntlets of dexterity (+3) (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 fire Dmg.mod +5% fire Acc +12 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
cinder iron gauntlets of butchering (Nightmares) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 fire Dmg.mod +3% fire Acc +4 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% fire Spell.save +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+3 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dexterity (+3) (Madness) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Layonor' (Nightmares) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +3 Wil +10 Con dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves of strength (+3) (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Shockraze' (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +6% lightning +10% cold Res.pen +20% lightning Melee Ret 6 arcane ----- def ----- Armour +1 Resists +5% arcane +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of strength (+3) (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves of butchering (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 lightning Dmg.mod +3% lightning Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +8% blight +5% lightning Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Amisathel (Madness) (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Cun +9 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +7% On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal ---------- misc Max.psi +30.00 Curse of Madness A cap made of leather. |
Cloud Caller (Madness) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.24 to 129.73 lightning damage (86.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cyravea the iron helm (Misfortune) (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +6% blight +1% physical +6% nature +5% arcane Die.at -20.00 life Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getydig the rough leather cap (Corpses) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold Phys.save +6 (+3 eff.) Poison- +10% Stun/Frz- +20% Curse of Corpses A cap made of leather. |
Lisowe (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +60.00 Poison- +10% Disease- +20% Pinning- +10% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xebeth the Quenchorder (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% blight +9% cold Res.pen +5% blight +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% blight Curse of Misfortune A cap made of leather. |
linen wizard hat 'Shimmerwire' (Shrouds) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Dmg.mod +3% lightning +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% light Curse of Shrouds A pointy cloth hat, very wizardly... |
Frostreaper the steel mail armour (Madness) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% cold Melee Ret 10 cold On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% fire +6% nature Spell.save +6 (+3 eff.) Max.HP +27.00 HP.reg +3.00 Heal.mod +11% Curse of Madness A suit of armour made of mail. |
Sootbreeze (Misfortune) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +1% physical HP.reg +2.10 Blind- +20% Cut- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Curse of Misfortune A suit of armour made of mail. |
cleansing dwarven-steel mail armour of resilience (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% nature +14% blight Max.HP +32.00 Curse of Nightmares A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (Misfortune) (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning Curse of Misfortune A suit of armour made of mail. |
iron mail armour 'Leladendur' (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+6 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +5% arcane +3% darkness HP.reg +2.50 ---------- misc Stam/turn +0.60 Curse of Nightmares A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of resilience (Corpses) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +26.00 HP.reg +2.80 ---------- misc Stam/turn +1.30 Curse of Corpses A suit of armour made of mail. |
Coalwish (Madness) (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% darkness Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% fire +7% mind +3% darkness Mind.save +12 (+4 eff.) Curse of Madness A suit of armour made of leather. |
cured leather armour 'Porena' (Nightmares) (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% physical Res.pen +20% mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning +4% physical ---------- misc Stam/turn +2.00 Curse of Nightmares A suit of armour made of leather. |
radiant cured leather armour of command (Shrouds) (12 def, 8 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +7% Resists +12% blight +10% darkness Mind.save +10 (+4 eff.) ---------- misc Light +1 Curse of Shrouds A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (Nightmares) (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% fire HP.reg +2.00 ---------- misc Stam/turn +0.60 Curse of Nightmares A suit of armour made of leather. |
Stormrock the quiver of yew arrows (18/18, 32-44 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Nature/Psionic Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +16 lightning +17 physical +15 darkness Against +15% Living On Hit.r1 +12 lightning On Crit.r2 +8 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage * 20% chance to create vines that bind the target to the ground dealing 200 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (23/23, 20-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
285 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Grinyrach (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Fatigue -5% Crit.chn- 5.00% ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pyreedge the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% blight +6% mind ---------- misc Infravis +1 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mayiriassra the Dazzlerain2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% darkness +5% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane Max.HP +42.00 ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xerutta2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Con +3 Mag dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Crit.chn- 10.00% Mind.save +4 (+2 eff.) ---------- misc Light +3 Infravis +2 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Flashsquall [power 2] (26/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +3% lightning ---------- misc Light +2 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of mindblast [power 110] (26/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 133 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
Lisuwe the elm totem of stinging [power 116] (26/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Resists +6% nature +3% darkness Blind- +20% Sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 170] (26/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Unrodobers' [power 116] (26/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% blight Melee Ret 10 blight ----- def ----- Resists +6% acid Sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 188] (26/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Brodidur the Flaremarrow [power 150] (26/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% acid ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) Heal.mod +20% Confus- +20% Pinning- +20% ---------- misc Wards +3 blight +3 cold +3 mind +2 acid Talents +1 Ward Fire a magical bolt dealing 158 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Ragnon the Cornac Cursed level 19
60th Haze 122nd year of Ascendancy at 21:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ragnon the Cornac Cursed level 14
6th Dusk 122nd year of Ascendancy at 09:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ragnon the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 20:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ragnon the Cornac Cursed level 20
68th Haze 122nd year of Ascendancy at 20:43 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ragnon the Cornac Cursed level 14
46th Dusk 122nd year of Ascendancy at 13:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ragnon the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 09:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ragnon the Cornac Cursed level 17
37th Haze 122nd year of Ascendancy at 11:36 see stats
Log
Ragnon feels pain again.
Ragnon's Inner Demon moves reluctantly!
Ragnon's Inner Demon is weakened by the gloom.
Talent Reckless Charge is ready to use.
Ragnon's Inner Demon has shrugged off 2 damage and is ready for more.
Ragnon's Inner Demon feels pain again.
Ragnon's Inner Demon uses Slash.
Ragnon attunes to the damage.
Ragnon's Inner Demon has shrugged off 6 damage and is ready for more.
Ragnon's Inner Demon feels pain again.
Ragnon's Inner Demon is no longer attuned.
Ragnon's Inner Demon uses Slash.
Ragnon is no longer being stalked by Ragnon's Inner Demon.
Ragnon's Inner Demon attunes to the damage.
Ragnon's Inner Demon hits Ragnon for (23 rampage shugs off), 10 mind, 0 arcane, 28 mind, 0 arcane (38 total damage).
Thorn Grab from Ragnon's Inner Demon hits Ragnon for (4 antimagic), 0 nature (0 total damage).
Mindrot hits Ragnon for 2 mind, (0 antimagic), 0 darkness (2 total damage).
Ragnon's Inner Demon hits Ragnon for 24 mind damage.
Bleeding from Nerilratta the blue ooze hits Ragnon for (4 rampage shugs off), 0 physical (0 total damage).
Mindrot hits Ragnon's Inner Demon for (1 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Mindrot hits Thought-forged bowman for 1 mind, 1 darkness (2 total damage).
Mindrot hits Mayawe the blue ooze for 1 mind, 1 darkness (2 total damage).
Mindrot hits Ragnon's Inner Demon for (1 rampage shugs off), 0 mind, (0 rampage shugs off), 0 darkness (0 total damage).
Mindrot hits Ragnon's Inner Demon for (1 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Mindrot hits Nerilratta the blue ooze for 1 mind, 0 darkness (1 total damage).
Mindrot hits Ragnon's Inner Demon for (1 rampage shugs off), 0 mind, (0 antimagic), 0 darkness (0 total damage).
Thorn Grab from Ragnon hits Ragnon's Inner Demon for (5 rampage shugs off), 0 nature (0 total damage).
Melee retaliation hits Ragnon's Inner Demon for (0 rampage shugs off), 0 physical, (1 rampage shugs off), 0 cold, (0 rampage shugs off), 0 physical, (1 rampage shugs off), 0 cold (0 total damage).
Melee retaliation hits Ragnon's Inner Demon for (1 rampage shugs off), 0 physical, (1 antimagic), 0 cold, (1 rampage shugs off), 0 physical, (1 antimagic), 0 cold (0 total damage).
Ragnon the level 20 cornac cursed was psyched to death by a Ragnon's Inner Demon on level 3 of The Maze.



















































































































