













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 | Cornac |
| Class | Doomed |
| Level / Exp | 21 / 70% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 35 (base 15) |
| Dexterity | 18 (base 10) |
| Constitution | 41 (base 20) |
| Magic | 16 (base 10) |
| Willpower | 46.2 (base 30) |
| Cunning | 43 (base 40) |
Resources
| Hate | 30/100 |
| Equilibrium | 18 |
| Life | 544/544 |
| Stamina | 250/250 |
| Steam | 100/100 |
| Healing Factor | 1.1971403954777 |
| Regeneration | 2.2147097316338 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +9% |
| Cold | +5% |
| All | 0% |
| Lightning | +19% |
| Light | +10% |
| Darkness | +6% |
| Fire | +20% |
| Mind | +21% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 20 (55.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 50%( 74%) |
| Cold | + 60%( 70%) |
| All | + 46%( 70%) |
| Darkness | + 65%( 82%) |
| Light | + 70%( 70%) |
| Lightning | + 54%( 70%) |
| Fire | + 65%( 70%) |
| Mind | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Psiblades |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% 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 | Guarding against melee damage: Will dismiss up to 15 damage from the next 1.1 attack(s) with a 7% chance to counterattack. Guarded |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 47 mind and 41 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 64 Mind damage, and deal 56 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +12% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% 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 25% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Iveranor the Charmortal (Shrouds) (0 def, 7 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +7 Fatigue -6% Resists +16% fire +7% cold Phys.save +18 (+8 eff.) Max.HP +30.00 ---------- misc Stam/turn +0.20 Infravis +2 Curse of Shrouds A pair of boots made of leather. |
| Light source | 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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Phlegmbane (Corpses) (0 def, 1 armour) =worn=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +16% light +11% darkness Stun/Frz- +10% Curse of Corpses A cap made of leather. |
| On hands | hardened leather gloves 'Polidhessra' (Corpses) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +8 Dex +3 Cun +5 Con dps ---------- Melee+ 10 lightning Dmg.mod +5% lightning +3% mind Acc +30 (+10 eff.) ----- def ----- Armour +2 Resists +7% lightning +9% mind 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. |
| Tool | ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper citrine ring (Shrouds)0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ---------- misc Light +4 Infravis +4 Curse of Shrouds Rings make your fingers look great! |
| On fingers | warrior's steel ring of clarity (Nightmares)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+3 eff.) Confus- +24% Curse of Nightmares Rings make your fingers look great! |
| Around neck | Tokan the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +8% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning ----- def ----- Resists +9% light Die.at -80.00 life Heal.mod +10% Amulets make your neck look great! |
| In main hand | Halelahir the thorny mindstar (Nightmares) (100% power, 28 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 100% Range: 1.1x Uses 70% Wil, 42% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +7% Mind.pwr +8 (+3 eff.) S.pwr/crit +10 Dmg.mod +9% blight ----- def ----- Spell.save +15 (+7 eff.) ---------- misc Mana/s.crit +2.00 Hate/m.crit +3.00 Psi/m.crit +1.00 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. |
| Around waist | Thunderrage the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +3% light +9% acid HP.reg +0.70 Heal.mod +12% Curse of Nightmares A belt that goes around your waist. |
| In off hand | horrifying pulsing mindstar of life (Nightmares) (107% power, 37 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.1x Uses 70% Wil, 42% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +37 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+4 eff.) Melee+ 6 mind 7 darkness Dmg.mod +3% mind +6% darkness ----- def ----- Max.HP +22.00 HP.reg +0.90 ---------- 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. |
| Cloak | Aronne the Smolderobsidian (Corpses) (2 def, 0 armour) =worn=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +2 (+1 eff.) Resists +19% acid +19% fire +8% lightning +19% cold Spell.save +6 (+3 eff.) 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. |
| Main armor | Glareobeisance (Shrouds) (0 def, 2 armour) 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +15% fire +15% mind Res.pen +15% light ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +22% acid +3% mind +11% all ---------- misc Light +1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the titan (heal 139; 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 instantly heal yourself for 139 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. |
healing infusion of the titan (heal 125; 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 125 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. |
healing infusion of the warrior (heal 110; 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 instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 72; 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 instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 73; 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 instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; magical; dur 3; cd 14)0.1 infusion scroll [Ego] 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 19%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 63; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Yvenor the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Mag ----- def ----- Resists +13% lightning +12% cold +6% blight +3% acid Crit.chn- 10.00% Stun/Frz- +23% Amulets make your neck look great! |
grounding steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
insulating copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
insulating steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% fire +14% cold Amulets make your neck look great! |
steel amulet of mastery (0.16 Cursed / Cursed form)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.16 Cursed/Cursed form Amulets make your neck look great! |
Elemental Fury (Misfortune)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. |
copper ring 'Glorymina' (Corpses)0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +25% temporal ----- def ----- Spell.save +6 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
copper ring (Misfortune)0.1 T1 ring jewelry [Normal] Curse of Misfortune Rings make your fingers look great! |
copper ring (Shrouds)0.1 T1 ring jewelry [Normal] Curse of Shrouds Rings make your fingers look great! |
copper ring of clarity (Corpses)0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) Confus- +25% Curse of Corpses Rings make your fingers look great! |
copper ring of nature (+20%) (Madness)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Curse of Madness Rings make your fingers look great! |
copper ring of perseverance (Corpses)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Curse of Corpses Rings make your fingers look great! |
copper ring of tenacity (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +24% Pinning- +20% Knockbk- +20% Curse of Madness Rings make your fingers look great! |
copper ring of tenacity (Nightmares)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Curse of Nightmares Rings make your fingers look great! |
gladiator's steel ring of misery (Madness)0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 10 physical Ranged+ 11 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Curse of Madness Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold ring (Corpses)0.1 T3 ring jewelry [Normal] Curse of Corpses Rings make your fingers look great! |
mule's steel ring of sensing (Madness)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +21% ---------- misc Max.enc +25 Infravis +4 See.Stealth +7 See.Invis +6 Curse of Madness Rings make your fingers look great! |
psionicist's steel ring of frost (+22%) (Shrouds)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
titan's copper ring (Madness)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Curse of Madness Rings make your fingers look great! |
warrior's copper ring (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Curse of Madness Rings make your fingers look great! |
wizard's copper ring (Corpses)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
Unerring Scalpel (Misfortune) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (Corpses) (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Corpses Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 169.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying thorny mindstar of resolve (Shrouds) (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Spell.save +4 (+2 eff.) ---------- misc 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. |
mossy mindstar of life (Nightmares) (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.70 ---------- 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. |
protector's thorny mindstar of frost (Misfortune) (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 10 cold Dmg.mod +6% cold Res.pen +7% cold ----- def ----- Armour +8 Resists +4% all +9% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Curse of Misfortune 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. |
Corpsevortex (Madness)1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +10% lightning +7% temporal +9% cold +3% acid Poison- +20% Knockbk- +10% Teleport- +10% Curse of Madness A belt that goes around your waist. |
Hailpall the rough leather belt (Misfortune)1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +2 Con dps ---------- Res.pen +10% light +20% cold ----- def ----- Resists +6% lightning +6% temporal +3% cold Crit.chn- 15.00% Curse of Misfortune A belt that goes around your waist. |
Porariamina the Freezevagrant (Misfortune)1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +3% blight +3% cold Max.HP +60.00 ---------- misc Mana/turn +0.10 Max.mana +23.00 Curse of Misfortune A belt that goes around your waist. |
blurring rough leather belt of unlife (Madness)1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
rough leather belt 'Shiverbreaker' (Corpses)1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% cold Apr +4 ----- def ----- Resists +6% acid +6% cold +6% blight ---------- misc Light +1 Curse of Corpses A belt that goes around your waist. |
rough leather belt of carrying (Shrouds)1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Curse of Shrouds A belt that goes around your waist. |
Arotira (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +1.0% Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.stam +10.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glinttrial (Misfortune) (2 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +3% physical Apr +3 ----- def ----- Armour +2 Defense +2 (+1 eff.) Phys.save +9 (+4 eff.) Max.HP +54.00 ---------- misc Max.stam +20.00 Light +3 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. |
Infernowind the cashmere cloak (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.crit +4.0% Res.pen +25% fire Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +12% blight HP.reg +4.00 Heal.mod +16% ---------- misc See.Invis +9 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. |
linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of corrosion (+15%) (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +9% all Mind.save +17 (+8 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of the mind (+12%) (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% arcane +12% mind ----- def ----- Resists +12% mind +7% all ---------- misc Max.mana +10.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (Corpses) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +9% arcane +11% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +34.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arekira the pair of dwarven-steel boots (Misfortune) (0 def, 9 armour) =5 con=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Mag +2 Wil +5 Con ----- def ----- Armour +9 Fatigue +3% Resists +7% acid +8% fire +10% lightning +7% cold ---------- misc Infravis +2 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskvile (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) S.pwr/crit +8 Dmg.mod +3% blight Apr +3 On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Curse of Nightmares A pair of boots made of leather. |
Glitterblast (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Mag +5 Wil +1 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% lightning +7% temporal ---------- misc See.Invis +3 Curse of Madness A pair of boots made of leather. |
Xanylema (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +9% mind +1% physical Spell.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +12% Stun/Frz- +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of speed (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Curse of Corpses A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Curse of Nightmares A pair of boots made of leather. |
undeterred pair of iron boots of tirelessness (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +24% ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aryrig (Corpses) (0 def, 18 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Melee+ 10 mind Dmg.mod +5% mind Res.pen +20% physical ----- def ----- Armour +18 Resists +7% mind Die.at -40.00 life 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. |
Assassin's Surprise (Shrouds) (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Fire a poisonous bolt out to range 6 that deals 12 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 36 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Crystle's Astral Bindings (Shrouds) (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Curse of Shrouds Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Flamewrought (Nightmares) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 63.14 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Runoroddabers the Frigiddare (Madness) (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 7 fire Dmg.mod +9% cold +5% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +2 Resists +9% mind +5% fire Mind.save +3 (+1 eff.) 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. |
Sludgegrip (Shrouds) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Airschism' (Misfortune) (0 def, 2 armour) =5 con=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +5 Con dps ---------- Dmg.mod +3% lightning Res.pen +10% acid Acc +6 (+2 eff.) Melee Ret 6 acid ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Light +1 Infravis +2 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. |
heroic dwarven-steel gauntlets (Madness) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +52.00 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. |
iron gauntlets (Nightmares) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's rough leather gloves of dexterity (+2) (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +3% nature Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% nature 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. |
Cloud Caller (Misfortune) (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 Misfortune 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 43.92 to 131.76 lightning damage (87.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Duskwake the rough leather cap (Shrouds) (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane +3% darkness Res.pen +10% arcane Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +1% Resists +3% darkness ---------- misc Infravis +2 Curse of Shrouds A cap made of leather. |
Ebonysting (Nightmares) (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Resists +7% lightning +6% temporal +15% cold +3% fire Heal.mod +10% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lightkin (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% light Res.pen +10% light +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +22% lightning +3% fire +9% light Curse of Misfortune A pointy cloth hat, very wizardly... |
Muckwrest the linen wizard hat (Madness) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +10% fire Res.pen +25% nature +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +15% fire Curse of Madness A pointy cloth hat, very wizardly... |
Purepower the drakeskin leather hat (Nightmares) (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% nature +5% mind ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +12% mind Mind.save +8 (+4 eff.) ---------- misc Stam/ret +1.60 Equi/ret +1.10 Curse of Nightmares Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.9 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
cashmere wizard hat 'Ereleharalar' (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Defense +2 (+1 eff.) Resists +2% physical ---------- misc Max.stam +20.00 See.Invis +18 Curse of Misfortune A pointy cloth hat, very wizardly... |
iron helm 'Pitchburst' (Corpses) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +6% cold Phys.save +3 (+1 eff.) Die.at -60.00 life Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Fogblast' (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% cold Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +6% cold Phys.save +10 (+5 eff.) Curse of Misfortune A cap made of leather. |
stralite mail armour 'Betorin' (Nightmares) (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Master While equipped: Stats +10 Str +2 Cun +8 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +11 (+5 eff.) Mind.save +15 (+7 eff.) Max.HP +126.00 ---------- misc Max.hate +2.00 Curse of Nightmares A suit of armour made of mail. |
2 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. |
109 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. |
7 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bokagosin the Scorpionhash (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +10% mind +5% fire Res.pen +25% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +6% acid Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
3 emerald0.0 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. |
4 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 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. |
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. |
piercing yew totem of summon tentacle [power 215] (25 cooldown)2.0 T3 totem charm [Ego+] Nature 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: 439 Base Damage: 231 Armor: 21 All Resist: 26 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 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. |
5 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. |
3 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. |
4 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Yundar Shadowlord the Cornac Doomed level 20
3rd Pyre 123rd year of Ascendancy at 04:59 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Yundar Shadowlord the Cornac Doomed level 10
2nd Summertide 122nd year of Ascendancy at 22:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Yundar Shadowlord the Cornac Doomed level 20
2nd Pyre 123rd year of Ascendancy at 14:36 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Yundar Shadowlord the Cornac Doomed level 19
33rd Regrowth 123rd year of Ascendancy at 05:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Yundar Shadowlord the Cornac Doomed level 12
1st Dusk 122nd year of Ascendancy at 20:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Yundar Shadowlord the Cornac Doomed level 13
11st Dusk 122nd year of Ascendancy at 03:13 see stats
Log
Talent Attune Mindstar is ready to use.
Saving done.
Today is the 10th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 11st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:11.
Today is the 12nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 13rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 14th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 15th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:30.
Today is the 16th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 17th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 18th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
He points in the direction of the Riljek forest to the north.
Accepted quest 'The beast within'! (Press 'j' to see the quest log)
Today is the 19th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Today is the 20th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).






















































































































