











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official 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:
Black grid line 1.0.0Change grid line color to black, and modify tiles not to make tall trees. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 25 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Elenugas the steel greatsword at level 19 on the 49th Haze 122nd year of Ascendancy at 22:59 / 2Killed by ghoulking at level 25 on the 25th Regrowth 123rd year of Ascendancy at 16:54 |
Primary Stats
| Strength | 69 (base 54) |
| Dexterity | 18 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 85 (base 53) |
| Cunning | 43 (base 10) |
Resources
| Life | -119/628 |
| Hate | 100/100 |
| Healing Factor | 1.6545771506544 |
| Regeneration | 13.650261492899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 30 |
| Crit Chance | 29% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Light | +10% |
| Nature | +31% |
| Mind | +11% |
| Arcane | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.317011280365 (72.903125182002%) |
| Defense | 25 |
| Ranged Defense | 33 |
| Fatigue | 39 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 16%( 70%) |
| Cold | + 32%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 35%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 55% |
| Fear Resistance | 45% |
| Knockback Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 749% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 260 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 electric eel tail. * '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.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (Nightmares) (1 def, 4 armour) =main=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 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 Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial =main=1.0 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.(139 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Belymas the cashmere wizard hat (Shrouds) (2 def, 0 armour) =main=2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +25 (+6 eff.) Dmg.mod +11% mind ----- def ----- Defense +2 (+1 eff.) Resists +17% mind ---------- misc Psi/ret +0.12 Curse of Shrouds A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (Shrouds) (4 def, 5 armour) =main=1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | focusing steel torque of mindblast [power 165] (2/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 183 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth (Nightmares) =main=0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Wheel of Fate (Misfortune) =main=0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +6 Dex +5 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% nature +3% arcane Acc +6 (+3 eff.) Melee Ret 2 arcane ----- def ----- Resists +6% nature Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +9 Can be unequipped or rerolled. Curse of Misfortune Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Earthen Beads =main=0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 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 2/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 355 (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 | dwarven-steel waraxe of crippling (Corpses) (117% power, 4 apr) =offset=3.0 T3 waraxe 1H weapon [Ego+] Master Power 117% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Curse of Corpses One-handed war axes. |
| Around waist | insulating hardened leather belt of recklessness (Shrouds)1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +7% fire +7% cold Curse of Shrouds A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (Nightmares) (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 40% Wil, 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Nightmares This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | murderer's linen cloak of implacability (Corpses) (1 def, 0 armour) =main=2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life 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 | Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Curse of Shrouds Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
heroism infusion of the sneak (die at -283; dur 7; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -283 life. The duration and life will increase by 1% for every 1% life you have lost (currently 619 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 sneak (res 25%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 4 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. |
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. |
Prismatic Rune (6 turns; temporal, darkness, physical, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 5 darkness, 4 physical, 3 mind, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 5; phase 19; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 125; cd 12)0.1 rune scroll [Ego] Arcane 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 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 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
Bloodcaller (Madness)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Madness You won the Ring of Blood trial, and this is your reward. |
Nightsong (Shrouds)0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Curse of Shrouds Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Relgyregorain the copper ring (Corpses)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +3% physical Apr +1 ----- def ----- Defense +15 (+8 eff.) Spell.save +10 (+5 eff.) ---------- misc Max.stam +12.00 Curse of Corpses Rings make your fingers look great! |
Vargh Redemption (Corpses)0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Corpses Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.36 cold and 20.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
warrior's copper ring of corrosion (+20%) (Corpses)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Curse of Corpses Rings make your fingers look great! |
Silygada the steel battleaxe (Shrouds) (136% power, 2 apr) =undead=3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +13% Undead While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Resists +5% arcane +1% physical Crit.dmg- 10.00% Disease- +10% Disarm- +29% Curse of Shrouds Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe (Corpses) (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 137% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +13 (+7 eff.) Apr +10 Curse of Corpses Massive two-handed battleaxes. |
Unerring Scalpel (Shrouds) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds 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. |
hateful dwarven-steel dagger of crippling (Misfortune) (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Power 117% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +9% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Misfortune Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (Misfortune) (113% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 113% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature +9 darkness Against +10% Living Curse of Misfortune Sharp, short and deadly. |
warbringer's dwarven-steel dagger of shearing (Misfortune) (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 117% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% all +5% physical Acc +12 (+6 eff.) Apr +8 ----- def ----- Disarm- +13% Curse of Misfortune Sharp, short and deadly. |
Spellcrusher (Madness) (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) Curse of Madness This large steel greatmaul has thick vines wrapped around the handle. |
truestriking dwarven-steel greatsword (Nightmares) (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 143% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +16 (+8 eff.) Apr +9 Curse of Nightmares Massive two-handed swords. |
warbringer's dwarven-steel greatsword of paradox (Nightmares) (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 145% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Resists +7% temporal Disarm- +29% Curse of Nightmares Massive two-handed swords. |
Surefire (Corpses) =animate=4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) Curse of Corpses This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
steady elven-wood longbow of true flight (Shrouds)4.0 T4 longbow 2H weapon Reqs Dex 35 [Ego+] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +11.0% Acc +26 (+12 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
dwarven-steel mace 'Gorevor' (Corpses) (135% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 135% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Phys.crit +6.0% Crit.mult +17.00% Apr +9 ----- def ----- Resists +1% physical HP.reg +4.00 Silence- +20% Pinning- +20% ---------- misc Light +3 Curse of Corpses Blunt and deadly. |
steel mace of erosion (Shrouds) (114% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 114% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature Curse of Shrouds Blunt and deadly. |
hardened leather sling of cunning (+4) (Shrouds)4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Res.pen +6% physical Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
blighted yew magestaff (Corpses) (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +11 (+5 eff.) Dmg.mod +20% cold ---------- misc Vim/s.crit +3.00 Max.vim +20.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe (Nightmares) (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 109% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares One-handed war axes. |
elemental dwarven-steel waraxe of the mystic (Madness) (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 119% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +10% lightning Res.pen +13% lightning Curse of Madness One-handed war axes. |
rough leather belt 'Blastfame' (Shrouds) =main=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +9% lightning Melee Ret 2 acid ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Psi/ret +0.04 Max.psi +20.00 Curse of Shrouds A belt that goes around your waist. |
thick cashmere cloak of Iron Throne (Corpses) (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +16% cold 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. |
Yeek-fur Robe (Madness) (10 def, 5 armour)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 (+5 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+4 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. |
cashmere robe of life (Corpses) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +53.00 HP.reg +2.10 Heal.mod +15% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (Misfortune) (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +6 (+3 eff.) Dmg.mod +7% acid +9% temporal +11% fire +9% cold +8% arcane +13% physical ----- def ----- Resists +13% acid +13% physical +13% fire +11% cold +11% all ---------- misc Max.mana +21.00 Cooldown Refit Golem -3 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Toxinnoon the hardened leather gloves (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +1 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +3% nature +9% physical Res.pen +20% nature Acc +7 (+4 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% blight +12% lightning Spell.save +14 (+7 eff.) Heal.mod +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Relgistir the hardened leather cap (Madness) (0 def, 3 armour) =con=2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +6 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% ---------- misc Infravis +3 Curse of Madness A cap made of leather. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
clarifying linen wizard hat of lightning (+16%) (Corpses) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +6 (+2 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
hardened leather cap of blood magic (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +1% Dmg.mod +7% blight +11% arcane ----- def ----- Armour +3 Fatigue +3% Curse of Misfortune A cap made of leather. |
dwarven-steel mail armour of stability (Corpses) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +14 (+7 eff.) Curse of Corpses A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (Madness) (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire Curse of Madness A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (Corpses) (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning Curse of Corpses A suit of armour made of mail. |
radiant steel mail armour of the deep (Corpses) (2 def, 8 armour) =water=14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +14% blight +7% cold +12% darkness +7% acid ---------- misc Light +1 Breathe water Curse of Corpses A suit of armour made of mail. |
steel mail armour 'Cyrildath' (Shrouds) (7 def, 6 armour) =main=14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +6 Defense +7 (+4 eff.) Fatigue +12% Resists +34% cold +6% mind +3% darkness Mind.save +6 (+2 eff.) Max.HP +28.00 Silence- +10% Curse of Shrouds A suit of armour made of mail. |
enlightening hardened leather armour (Shrouds) (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +13 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (Madness) (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +40.00 HP.reg +6.50 Heal.mod +10% ---------- misc Stam/turn +0.50 Curse of Madness A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (Nightmares) (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% lightning HP.reg +2.00 ---------- misc Stam/turn +0.90 Curse of Nightmares A suit of armour made of leather. |
rejuvenating hardened leather armour of spell shielding (Shrouds) (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +5% arcane Spell.save +14 (+7 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Curse of Shrouds A suit of armour made of leather. |
Coral Spray (Misfortune) (8 def, 8 armour, 117% power, 48 block) =offset=7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 40% Wil, 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield of the stars (Shrouds) (0 def, 6 armour, 138% power, 74.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 139% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +13 light +16 darkness While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +13% light +11% darkness ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
reinforced stralite shield of the stars (Misfortune) (0 def, 13 armour, 160% power, 193 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 161% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +193 Melee+ +14 light +13 darkness While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +11% light +12% darkness ----- def ----- Armour +13 Fatigue +8% Resists +11% light +13% darkness ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
Plaguerazor the quiver of yew arrows (16/39, 142% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Master/Psionic Power 143% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 39 Ranged+ +8 nature +17 physical On Hit.r1 +20 lightning +12 nature On Crit.r2 +8 nature On Hit: * 20% chance to knock the target back 3 spaces and deal 284 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows of corruption (17/18, 143% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Psionic Power 144% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +21 darkness Against +12% Living On Hit: 20% Curse of Impotence 3 Arrows are used with bows to pierce your foes to death. |
Oozebraid (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +15% acid +12% cold Res.pen +10% nature +25% acid On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +10% darkness Affinity +15% darkness ---------- misc Infravis +6 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. |
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. |
Shadowjam the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +27% darkness Res.pen +9% all Apr +10 ----- def ----- Resists +6% light +12% fire Crit.dmg- 10.00% Disarm- +20% Stun/Frz- +10% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Bogbrawn'1.0 T3 lite [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +15% nature +6% all Apr +8 On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +12% lightning ---------- misc Light +5 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+4 eff.) Max.HP +55.00 Heal.mod +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
barbed pouch of dwarven-steel shots of crippling (12/15, 147% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Master Power 147% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +19.0% Capacity 15 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
elm totem of healing [power 116] (2/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of summon tentacle [power 210] (2/25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 544 Base Damage: 237 Armor: 5 All Resist: 9 Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew wand of conjuration [power 200] (2/15 cooldown) =main=2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 230 cold damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shiverdeath the stralite greatmaul (Nightmares) (163% power, 23 apr) =animate=5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 163% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +23 Crit +2.5% Atk.spd 100% Phasing +17% While equipped: Stats +12 Str dps ---------- Dmg.mod +15% arcane +7% physical Res.pen +15% cold +13% physical Acc +38 (+16 eff.) Apr +13 Curse of Nightmares Massive two-handed mauls. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Damn the Cornac Cursed level 10
13rd Dusk 122nd year of Ascendancy at 16:56 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Damn the Cornac Cursed level 18
39th Haze 122nd year of Ascendancy at 08:09 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Damn the Cornac Cursed level 24
7th Regrowth 123rd year of Ascendancy at 06:55 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Damn the Cornac Cursed level 25
20th Regrowth 123rd year of Ascendancy at 03:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By Damn the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 09:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By Damn the Cornac Cursed level 20
49th Haze 122nd year of Ascendancy at 23:40 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Damn the Cornac Cursed level 23
3rd Decay 122nd year of Ascendancy at 05:10 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Damn the Cornac Cursed level 21
56th Haze 122nd year of Ascendancy at 22:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Damn the Cornac Cursed level 9
7th Mirth 122nd year of Ascendancy at 02:08 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Damn the Cornac Cursed level 12
11st Haze 122nd year of Ascendancy at 15:30 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Damn the Cornac Cursed level 23
4th Decay 122nd year of Ascendancy at 10:16 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Damn the Cornac Cursed level 20
50th Haze 122nd year of Ascendancy at 20:03 see stats
Unstoppable (Roguelike)
Returned from the dead.By Damn the Cornac Cursed level 19
49th Haze 122nd year of Ascendancy at 22:59 see stats
Log
Damn harrows ghoulking!
Damn is afflicted by a weakness disease!
Skeleton mage hits Damn for 274 cold damage.
Skeleton mage hits Celia for 0 cold damage.
Ghoul hits Damn for 73 cold damage.
Curse of Nightmares hits Ghoulking for 61 mind, 56 darkness (117 total damage).
Melee retaliation hits Ghoulking for 16 fire, 2 arcane (18 total damage).
Melee retaliation hits Ghoul for 16 fire, 2 arcane (18 total damage).
Ghoulking hits Damn for 113 cold damage.
The air around Damn grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Damn's nightmare area effect hits Ghoul for 83 darkness damage.
Damn's nightmare area effect hits Ghoulking for 91 mind damage.
Celia casts Black Ice.
Celia hits Damn for 172 cold damage.
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Connection to online server lost, trying to reconnect.
Damn uses Infusion: Movement.
You feel your rampage slowing down. (-1 duration)
Damn is moving at extreme speed!
Your movements fuel your rampage! (+1 duration)
Celia speeds up.
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Rime Wraith from Celia hits Terror for 116 cold damage.
Damn's nightmare area effect hits Celia for 63 mind damage.
Damn's nightmare area effect hits Skeleton mage for 66 darkness damage.
Weakness Disease from Ghoulking hits Damn for 91 cold damage.
Damn the level 25 cornac cursed was frozen and shattered into a million little shards to death by a ghoulking on level 2 of Last Hope Graveyard.
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The air around Damn grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Celia is no longer being stalked by Damn.







































































































