











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 27 / 25% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 62.170224963639 (base 50) |
Dexterity | 18 (base 10) |
Constitution | 47.340449927278 (base 40) |
Magic | 11.170224963639 (base 10) |
Willpower | 69.340449927278 (base 23) |
Cunning | 18 (base 10) |
Resources
Life | 830/830 |
Hate | 53/100 |
Stamina | 306/306 |
Equilibrium | 30 |
Healing Factor | 1.2825091273595 |
Regeneration | 2.8856455365588 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 17.340449927278 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 62 |
Accuracy | 48 |
Crit Chance | 5% |
APR | 20 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Physical | +8% |
Light | +25% |
All | 0% |
Offense: Damage Penetration
Nature | +12% |
Physical | +15% |
Fire | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 38 (38.594633868923%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 12.923805221685 |
Physical Save | 41 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 68%( 70%) |
All | + 15%( 70%) |
Physical | + 57%( 74%) |
Lightning | + 35%( 70%) |
Light | + 43%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 54%( 78%) |
Fire | + 28%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Fear Resistance | 18% |
Disarm Resistance | 30% |
Poison Resistance | 20% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 663 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Repel |
talent | Savage Hunter |
talent | Stalk |
talent | Gloom |
talent | Daunting Presence |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey10% Received damage reduction against: - Ice |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 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 38 mind and 38 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 56 Mind damage, and deal 56 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 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% 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 15% for 3 turns. |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) Dmg.mod +15% light Res.pen +8% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +18 (+6 eff.) Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +15.00% Acc +25 (+8 eff.) ----- def ----- Armour +5 Fatigue +5% Die.at -40.00 life ---------- misc Infravis +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +8 Cun dps ---------- Melee+ 12 physical Dmg.mod +8% physical Acc +13 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +12 Fatigue +5% Resists +10% darkness +6% temporal +3% nature +5% arcane Crit.chn- 10.00% Phys.save +10 (+3 eff.) ---------- misc Infravis +2 See.Invis +9 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 light ----- def ----- Fatigue -4% Resists +3% blight +9% cold Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +26 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +25 (+9 eff.) Resists +6% lightning +24% cold Spell.save +6 (+3 eff.) Disarm- +20% Knockbk- +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Ego++] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Res.pen +7% all Acc +22 (+7 eff.) Apr +9 Curse of Corpses One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 105% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: Stats +2 Str +1 Mag dps ---------- Res.pen +20% fire ----- def ----- Armour +4 Fatigue +8% Resists +12% acid +12% physical ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% nature Mind.save +5 (+2 eff.) Die.at -20.00 life Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +3.00 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. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +13 Defense +9 (+4 eff.) Fatigue +8% Resists +18% lightning +16% physical +23% darkness +13% blight +15% fire +9% cold +3% light ---------- misc Light +4 Curse of Nightmares A suit of armour made of leather. |
Inventory
![]() 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 instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 156 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. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 172 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +23% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Masteries +0.13 Cursed/Cursed form Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.80 Masteries +0.22 Wild-gift/Harmony +0.22 Wild-gift/Antimagic Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +15% lightning Res.pen +25% light ----- def ----- Resists +6% cold Spell.save +16 (+8 eff.) Blind- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Max.stam +21.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +6 Resists +9% acid +5% blight +3% lightning +6% nature +3% mind Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Poison- +10% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +7 Wil dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Mind.save +7 (+3 eff.) Confus- +26% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +17 (+6 eff.) Apr +12 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Resists +10% physical Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 109% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Max.HP +16.00 Disarm- +15% Curse of Corpses Sharp, short and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 29 * 10% chance to slow global speed by 56% * 20 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +5.0% ----- def ----- Resists +3% fire Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Corpses Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +20% acid ----- def ----- Resists +3% lightning +3% fire +5% arcane Mind.save +7 (+3 eff.) Max.HP +55.00 Disease- +20% Pinning- +20% Stun/Frz- +20% Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Con dps ---------- Spell.crit +2% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Spell.pwr +15 (+12 eff.) Phasing +20% ----- def ----- Armour +8 Defense +10 (+4 eff.) Spell.save +9 (+4 eff.) ---------- misc Stam/turn +3.00 Size +1 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Wil +5 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Crit.chn- 10.00% Spell.save +8 (+4 eff.) ---------- misc Light +3 Size +1 Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 2 mind ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) Die.at -20.00 life Cut- +10% Curse of Madness A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane +1% physical Phys.save +6 (+2 eff.) Mind.save +12 (+6 eff.) Disease- +10% Cut- +10% 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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% Res.pen +25% fire ----- def ----- Defense +2 (+1 eff.) Resists +6% fire ---------- misc Stam/turn +3.00 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. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Str +4 Mag +8 Wil +1 Cun dps ---------- Spell.crit +7% Dmg.mod +11% darkness Res.pen +6% darkness Melee Ret 6 blight ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Crit.chn- 15.00% Stealth +10 Max.HP +46.00 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 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Res.pen +10% arcane Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) Resists +14% blight +30% fire +14% nature HP.reg +6.00 Heal.mod +13% 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 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +15% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +10 (+4 eff.) Resists +9% blight +6% fire +5% arcane Phys.save +8 (+3 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 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +2 Cun +3 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% cold ---------- misc Infravis +2 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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +2 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +3 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 T2 cloth armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +13% mind Acc +10 (+3 eff.) ----- def ----- Resists +12% acid +13% mind +9% all Phys.save +6 (+2 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +6 Str dps ---------- Dmg.mod +13% darkness +9% physical Acc +15 (+5 eff.) ----- def ----- Resists +19% darkness +11% all Phys.save +9 (+3 eff.) ---------- misc Light +2 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +13% mind Acc +15 (+5 eff.) ----- def ----- Resists +13% mind +7% all Disease- +10% Teleport- +20% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +6% blight +9% all Die.at -80.00 life Heal.mod +20% ---------- misc Mana/turn +0.11 Psi/turn +0.17 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+5 eff.) Confus- +35% ---------- misc Telepathy Humanoid Curse of Madness A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Str +4 Wil +2 Cun +2 Con dps ---------- Dmg.mod +18% mind Res.pen +20% physical Melee Ret 8 physical ----- def ----- Resists +18% mind +9% all ---------- misc Stam/turn +2.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid ----- def ----- Armour +8 Fatigue +3% Resists +5% arcane +6% mind Crit.chn- 10.00% HP.reg +4.00 ---------- misc Infravis +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Mind.crit +5% ----- def ----- Armour +3 Defense +10 (+4 eff.) Resists +15% acid Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% darkness Res.pen +7% physical Acc +20 (+6 eff.) ----- def ----- Armour +4 Defense +20 (+7 eff.) Fatigue +3% Phys.save +15 (+5 eff.) 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +8 Con dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 2 light 6 temporal ----- def ----- Armour +7 Hardiness +8% Fatigue +3% Resists +7% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 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. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +15% light Melee Ret 4 mind 8 light ----- def ----- Armour +2 Mind.save +9 (+4 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.20 Max.stam +15.00 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +21 (+7 eff.) Res.pen +5% light Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Melee+ 9 lightning Dmg.mod +6% lightning +6% nature +12% blight Res.pen +15% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +6% nature 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Melee+ 6 acid Dmg.mod +3% acid Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Die.at -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +3% lightning +4% cold +3% darkness Res.pen +25% fire Melee Ret 4 fire ----- def ----- Armour +1 Resists +3% lightning +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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +7 Fatigue +1% Resists +5% blight Spell.save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +18% lightning +2% physical +8% blight +8% nature +5% arcane Mind.save +12 (+6 eff.) Heal.mod +5% Blind- +20% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun +4 Con dps ---------- Dmg.mod +9% mind +30% physical Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+3 eff.) Fatigue +3% Curse of Misfortune A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +18% temporal +3% darkness +12% light Res.pen +5% light On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Fatigue +4% Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +15% arcane Melee Ret 6 blight ----- def ----- Armour +3 Fatigue +5% Resists +11% light +13% darkness +5% arcane Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Mag +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% lightning Res.pen +5% blight ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+2 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +4% physical +15% cold Die.at -40.00 life ---------- misc Infravis +3 Breathe water Curse of Shrouds A cap made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 124% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Nightmares The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Resists +15% lightning +1% physical +3% nature Crit.chn- 5.00% Mind.save +6 (+3 eff.) Max.HP +41.00 ---------- 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +6% acid +6% temporal +5% arcane ---------- 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. |
![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +5% blight +3% all Spell.save +5 (+2 eff.) HP.reg +1.00 ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% blight Crit.chn- 15.00% Poison- +20% ---------- misc Light +3 See.Invis +12 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 184 Armor: 10 All Resist: 8 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 trinket misc [Plot Item] Master A small acorn, crafted crudely out of iron. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Dar O Bloodcurse the Krog Cursed level 21
58th Dusk 122nd year of Ascendancy at 06:04 see stats
By Dar O Bloodcurse the Krog Cursed level 26
3rd Regrowth 123rd year of Ascendancy at 00:00 see stats
By Dar O Bloodcurse the Krog Cursed level 19
40th Dusk 122nd year of Ascendancy at 13:20 see stats
By Dar O Bloodcurse the Krog Cursed level 24
1st Time of Equilibrium 122nd year of Ascendancy at 18:52 see stats
By Dar O Bloodcurse the Krog Cursed level 24
2nd Decay 122nd year of Ascendancy at 19:13 see stats
By Dar O Bloodcurse the Krog Cursed level 10
2nd Summertide 122nd year of Ascendancy at 17:08 see stats
By Dar O Bloodcurse the Krog Cursed level 20
49th Dusk 122nd year of Ascendancy at 16:22 see stats
By Dar O Bloodcurse the Krog Cursed level 24
1st Time of Equilibrium 122nd year of Ascendancy at 22:34 see stats
By Dar O Bloodcurse the Krog Cursed level 11
5th Flare 122nd year of Ascendancy at 09:42 see stats
By Dar O Bloodcurse the Krog Cursed level 25
9th Decay 122nd year of Ascendancy at 14:20 see stats
By Dar O Bloodcurse the Krog Cursed level 18
39th Dusk 122nd year of Ascendancy at 12:18 see stats
Log
Dar O Bloodcurse activates Antimagic Shield.
Dar O Bloodcurse deactivates Gloom.
Dar O Bloodcurse activates Gloom.
Dar O Bloodcurse deactivates Stalk.
Dar O Bloodcurse activates Stalk.
Dar O Bloodcurse deactivates Savage Hunter.
Dar O Bloodcurse activates Savage Hunter.
Lore found: demon statue: Kryl-Feijan
You can read all your collected lore in the game menu, by pressing Escape.
The statue of Kryl-Feijan glows ominously.
The power of the Fearscape touches Dar O Bloodcurse and fades away, leaving no traces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
Dar O Bloodcurse deactivates Repel.
Dar O Bloodcurse activates Repel.
Dar O Bloodcurse deactivates Daunting Presence.
Dar O Bloodcurse activates Daunting Presence.
Dar O Bloodcurse deactivates Antimagic Shield.
Dar O Bloodcurse activates Antimagic Shield.
Dar O Bloodcurse deactivates Gloom.
Dar O Bloodcurse activates Gloom.
Dar O Bloodcurse deactivates Stalk.
Dar O Bloodcurse activates Stalk.
Dar O Bloodcurse deactivates Savage Hunter.
Dar O Bloodcurse activates Savage Hunter.