










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
OldRPG Revival Tileset - 7 of 9 1.3.3 Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG Revival Tileset - 1 of 9 1.3.3 OldRPG Revival Tileset - 9 of 9 1.3.3 OldRPG Revival Tileset - 2 of 9 1.3.3 Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. OldRPG Revival Tileset - 4 of 9 1.3.3 OldRPG Revival Tileset - 8 of 9 1.3.3 OldRPG Revival Tileset - 5 of 9 1.3.3 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 OldRPG Revival Tileset - 6 of 9 1.3.3 OldRPG Revival Tileset - 3 of 9 1.3.3 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 1824% |
| Size | big |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 39 on the 23rd Haze 123rd year of Ascendancy at 18:50 5 / 2Killed by Culruep the Invader at level 50 on the 10th Allure 124th year of Ascendancy at 16:52 |
Primary Stats
| Strength | 188 (base 60) |
| Dexterity | 57 (base 14) |
| Constitution | 125 (base 60) |
| Magic | 43 (base 10) |
| Willpower | 110 (base 60) |
| Cunning | 73 (base 28) |
Resources
| Life | 1599/1599 |
| Hate | 47/100 |
| Healing Factor | 1.3193986438989 |
| Regeneration | 0.32984966097472 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 388 |
| Accuracy | 59 |
| Crit Chance | 56% |
| APR | 22 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +23% |
| Blight | +34% |
| Physical | +60% |
| All | +11% |
| Nature | +17% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 94.292304923968 (100%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 46 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 88%( 70%) |
| Darkness | + 78%( 78%) |
| Physical | + 74%( 74%) |
| Lightning | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 421 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Cursed / Cursed form | 1.54 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stalk |
| talent | Gloom |
| talent | Cleave |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 72 mind and 72 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 122 Mind damage, and deal 122 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.0)Penalty : Fear of Death: -10% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by 3-headed hydra. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Adaba the grave wight. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | 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 warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by skeleton archer. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1477. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Unbreakable Greaves (Madness) (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | nightwalker's dwarven lantern of mind rending1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +9 (+2 eff.) ---------- misc Light +5 Unleash a psionic blast, inflicting 266.40 Mind damage in radius 3 (based on Willpower), possibly confusing creatures in the area for 6 turns. Uses 26 power out of 30/30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Druzilakan (Shrouds) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +16 Dex +8 Cun +8 Con dps ---------- Dmg.mod +15% blight ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +15% fire +12% lightning +11% cold ---------- misc See.Invis +6 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Steel Helm of Garkul. |
| Tool | Chalundil [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str +10 Wil +5 Cun +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Sting an enemy dealing 655 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Writhing Ring of the Hunter (Corpses)0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! Curse of Corpses A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | voratun diamond ring (Shrouds)0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +10 Con ----- def ----- Spell.save +16 (+6 eff.) ---------- misc Max.stam +40.00 Curse of Shrouds Rings make your fingers look great! |
| Around waist | Cord of the Steeled Mind (Corpses) =GOD= Cord of the Steeled Mind (Corpses) =GOD=1.0 T2 belt armor [Unique] Master/Psionic While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Phys.save +10 (+3 eff.) Mind.save +19 (+4 eff.) Confus- +28% Stun/Frz- +26% ---------- misc Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 55.0%. This bonus is based off of your Willpower stat. Curse of Corpses A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In main hand | Blighted Maul (Corpses) (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 40% Wil, 140% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 17 * Blasts creatures in a radius 1 shockwave around your target for 412.80 to 1238.40 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Corpses Knock away other creatures within radius 4), dealing 1102.40 to 2204.80 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This object's appearance was changed to Eksatin's Ultimatum (Corpses). |
| On hands | Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Festerbrawn the voratun mail armour (Nightmares) (5 def, 24 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +9 Con dps ---------- Melee+ 21 arcane 16 physical Dmg.mod +12% light +6% nature Melee Ret 6 lightning 14 physical 16 arcane ----- def ----- Armour +24 Defense +5 (+2 eff.) Fatigue +23% Resists +13% acid +21% physical +13% blight +9% nature +6% arcane +9% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +1 Curse of Nightmares A suit of armour made of mail. |
| Cloak | Guise of the Hated (Corpses) (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+3 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Curse of Corpses Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | mindweaver's stralite amulet of perfection (0.34 Cursed / Cursed form,0.34 Cursed / Fears)0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +11 (+2 eff.) Confus- +18% ---------- misc Masteries +0.34 Cursed/Fears +0.34 Cursed/Cursed form Amulets make your neck look great! |
Inventory
heroism infusion of the psychic (die at -928; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 -928 life. The duration and life will increase by 1% for every 1% life you have lost (currently 928 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
magic missile rune of the psychic (202 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 202 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (590.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 654.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 36; resist 40%; move 57%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 57% faster, and you are invisible (power 36). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
bloodstone steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Resists +6% nature +6% physical Max.HP +13.00 HP.reg +3.00 Amulets make your neck look great! |
Layobeth the Charravager0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +25 (+5 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +6% fire Apr +7 ----- def ----- Armour +4 Resists +21% fire Mind.save +8 (+2 eff.) Confus- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 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. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (131). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mindweaver's gold amulet of mastery (0.19 Cursed / Cursed aura)0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +13% ---------- misc Masteries +0.19 Cursed/Cursed aura Amulets make your neck look great! |
Noonwinnow the stralite amulet0.1 T4 amulet jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +5% Res.pen +25% light Melee Ret 10 darkness ----- def ----- Resists +9% temporal +11% mind +15% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/m.crit +4.00 Max.psi +13.00 Amulets make your neck look great! |
Nyregolathandil the Shimmersin0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Cun +7 Wil ----- def ----- Fatigue -8% Resists +27% lightning HP.reg +5.00 ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 534.88 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +15% Dmg.mod +20% lightning +10% all Res.pen +10% all Acc +10 (+2 eff.) ----- def ----- Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +5% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Amulets make your neck look great! |
protective voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +12 (+4 eff.) Res.Cap +5% all Phys.save +24 (+6 eff.) Amulets make your neck look great! |
protective voratun amulet of strength (+6)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +5 Defense +11 (+4 eff.) Res.Cap +5% all Phys.save +13 (+3 eff.) Amulets make your neck look great! |
starseer's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+3 eff.) Melee+ 12 light 7 darkness Dmg.mod +18% light +7% temporal +17% darkness +6% physical On Melee Ret: * 11% chance to reduce damage dealt by 40% * 11% chance to blind Amulets make your neck look great! |
wanderer's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Dex +7 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +4.00 Blind- +33% ---------- misc Stam/turn +1.00 Infravis +8 Sight +2 See.Invis +11 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
mule's copper ring of power (Shrouds)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Curse of Shrouds Rings make your fingers look great! |
rogue's copper ring of fire (+22%) (Nightmares)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Curse of Nightmares Rings make your fingers look great! |
savior's copper ring of anchoring (Nightmares)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Resists +5% temporal Phys.save +9 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Teleport- +20% Curse of Nightmares Rings make your fingers look great! |
solipsist's copper ring of opulence (Corpses)0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Wil +8 Cun +4 Lck dps ---------- Mind.pwr +6 (+1 eff.) Curse of Corpses Golden Rule: (Instant) Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
vile copper ring of life (Shrouds)0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con dps ---------- Melee Ret 5 blight 6 lightning ----- def ----- Max.HP +43.00 HP.reg +6.00 Heal.mod +12% Curse of Shrouds Rings make your fingers look great! |
Nightsong (Corpses)0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Curse of Corpses 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. |
Dourobsidian of the Blightspawn (Misfortune)0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Res.pen +4% nature Melee Ret 10 nature 8 mind On Hit (Melee): * 8% chance to reduce armor by 27% On Hit (Ranged): * 8% chance to reduce armor by 27% On Melee Ret: * 24% chance to reduce strength, dexterity, and constitution by 17 * 31% chance to reduce damage dealt by 40% ----- def ----- Armour +2 Resists +3% light +6% temporal Phys.save +15 (+4 eff.) Mind.save +8 (+2 eff.) Die.at -20.00 life Poison- +27% Curse of Misfortune Rings make your fingers look great! |
Elemental Fury (Corpses)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 Corpses This ring shines with many colors. |
gold amber ring (Misfortune)0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all ----- def ----- Max.HP +64.00 HP.reg +13.00 Heal.mod +15% Curse of Misfortune Rings make your fingers look great! |
gold amber ring (Nightmares)0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Lck +5 Cun dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Curse of Nightmares Golden Rule: (Instant) Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
gold garnet ring (Madness)0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Mind.pwr +8 (+1 eff.) Dmg.mod +6% all Curse of Madness Rings make your fingers look great! |
Ring of the Archlich (Nightmares)0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Misfortune)0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
scoundrel's stralite ring of perseverance (Corpses)0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +35% Curse of Corpses Rings make your fingers look great! |
solar stralite ring of life (Corpses)0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex dps ---------- Melee Ret 13 light 9 fire ----- def ----- Max.HP +81.00 HP.reg +8.00 Heal.mod +11% Curse of Corpses Rings make your fingers look great! |
Void Orb (Corpses)0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Curse of Corpses Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 117.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
titan's voratun ring of the serpent (Madness)0.1 T5 ring jewelry [Ego] Nature While equipped: Stats +7 Con dps ---------- Res.pen +4% nature ----- def ----- Phys.save +14 (+4 eff.) Poison- +41% Curse of Madness Rings make your fingers look great! |
Kor's Fall (Nightmares) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Nightmares Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 161.87 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (324). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+11 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Curse of Nightmares Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 111.93 physical (gravity) damage. Each target moved beyond the first increases the damage by 13.99 (up to a maximum of 55.97 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Bones (Shrouds) (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Blight Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). Curse of Shrouds A staff made out of the bones of fallen foes. Disgustingly powerful. |
Staff of Domination (Misfortune) (40-48 power, 12 apr, mind element)5.0 T4 staff 2H weapon [Unique] Psionic Power 40.0 - 48.0 Mind Uses 60% Mag, 100% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +10% Mind.crit +10% Spell.pwr +30 (+13 eff.) Mind.pwr +30 (+5 eff.) Dmg.mod +30% mind ---------- misc Mana/s.crit +10.00 Psi/m.crit +5.00 Masteries +0.20 Cursed/Punishments +0.20 Psionic/Focus +0.20 Spell/Illusion +0.20 Psionic/Psychic Assault Curse of Misfortune This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+19 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Ravenwitch the dragonbone magestaff (Corpses) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +13.0% Spell.crit +5% Spell.pwr +29 (+13 eff.) Melee+ 33 arcane Dmg.mod +30% fire Res.pen +30% darkness +15% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 50 ----- def ----- Armour +10 Defense +8 (+3 eff.) HP.reg +1.70 Heal.mod +23% ---------- misc Max.mana +87.00 Wards +3 fire Talents +4 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (Nightmares) (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+16 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones Curse of Nightmares This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Telos's Staff (Top Half) (Misfortune) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+13 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune The top part of Telos' broken staff. |
dragonbone magestaff 'Blinddream' (Corpses) (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 draining blight While equipped: Stats +2 Mag +1 Wil +6 Cun +1 Con dps ---------- Phys.crit +10.0% Spell.crit +15% Crit.mult +15.00% Spell.pwr +23 (+11 eff.) Melee+ 24 arcane Dmg.mod +30% cold Res.pen +15% light ----- def ----- Resists +9% temporal HP.leech%% +12% HP.leech +10% ---------- misc Max.mana +92.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Plagueglory' (Corpses) (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +5% Spell.pwr +28 (+12 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold +6% mind +6% nature Res.pen +15% mind Phasing +13% ----- def ----- Armour +7 Defense +24 (+8 eff.) Resists +6% nature Shield.pwr +15% ---------- misc Wards +2 lightning +2 cold +2 arcane +2 fire Talents +4 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) (Nightmares)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% S.pwr/crit +5 Dmg.mod +20% blight +20% darkness +20% acid ---------- misc Max.mana +50.00 Max.vim +25.00 Curse of Nightmares The bottom part of Telos's broken staff. |
iron battleaxe (Corpses) (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe of massacre (Madness) (18-28 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 18.5 - 27.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (Corpses) (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% Curse of Corpses This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (Madness) (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Curse of Madness Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 298.94 fire damage, and flames will be left dealing a further 70.16 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (Corpses) (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Corpses This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Bill's Tree Trunk (Corpses) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Corpses Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
balanced stralite greatmaul of dampening (Madness) (52-78 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Disrupt/Master Power 52.0 - 78.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +16% acid +17% lightning +10% fire +14% cold +9% all Spell.save +10 (+4 eff.) Disarm- +39% Curse of Madness Massive two-handed mauls. |
Glowgore the voratun greatmaul (Madness) (65-98 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 65.0 - 97.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +33 mind On Hit: * 44% chance to reduce all saves and defense by 50 While equipped: Stats +4 Str +10 Dex +9 Wil +10 Cun dps ---------- Res.pen +20% acid Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 27% ---------- misc Light +3 Curse of Madness Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (Corpses) (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical Curse of Corpses The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
flaming iron greatsword of massacre (Madness) (24-39 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 24.5 - 39.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Curse of Madness Massive two-handed swords. |
Colaryem (Nightmares) (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Nightmares This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Freezesnake (Shrouds) (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.5 - 58.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature On Hit.r1 +4 mind +4 acid On Crit.r2 +4 cold On Hit: * 20% chance to reduce all saves and defense by 50 While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce armor by 27% Curse of Shrouds Massive two-handed swords. |
Latafayn (Nightmares) (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Nightmares Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Champion's Will (Shrouds) (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 38 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Curse of Shrouds Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (Corpses) (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 40% Wil, 10% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Oozeswift the voratun greatsword (Misfortune) (82-132 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 82.5 - 132.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 80% * 25% chance to afflict the target with Lightburn, causing 88 Light damage over 5 turns and reduces their armor by 9 for the duration. * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +21% light Res.pen +25% nature +10% cold Melee Ret 4 cold Curse of Misfortune Massive two-handed swords. |
voratun greatsword 'Icetrail' (Nightmares) (60-97 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 60.5 - 96.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +23% Horror +21% Demon On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Strike your target with a blast of Arcane energy dealing 153 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Crit.mult +37.00% Dmg.mod +24% cold ----- def ----- Resists +3% acid Spell.save +6 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Curse of Nightmares Massive two-handed swords. |
Underworld Trident (Shrouds) (50-70 power, 10 apr)3.0 T3 trident 2H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +5.0% Atk.spd 100% Melee+ +20 shadowflame On Crit.r2 +20 % chance of gloom effects While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% ---------- misc Hate/m.crit +3.00 Light -1 Infravis +3 (The Gloom burst on critical applies debuffs.) Curse of Shrouds Earthquake: Level 3.0 Pwr.cost 50 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 62.42 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. |
Trident of the Tides (Madness) (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 40% Wil, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Curse of Madness Freeze: Level 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 150.47. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Perseverance (Shrouds) (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 60% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% Curse of Shrouds It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Sword of Potential Futures (Shrouds) (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 40% Wil, 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Shrouds Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Anmalice (Misfortune) (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 50% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Twilight's Edge (Shrouds) (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 Curse of Shrouds The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Blood-Edge (Misfortune) (46-64 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 40% Wil, 10% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+10 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Curse of Misfortune Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Dawn's Blade (Corpses) (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 40% Wil, 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Curse of Corpses Invoke dawn, inflicting 198.03 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Thunderfall (Corpses) (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Curse of Corpses Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Searblood (Shrouds) (42-59 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 physical On Hit.r1 +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +15% arcane Res.pen +8% physical Melee Ret 4 fire ---------- misc Mana/s.crit +1.00 Max.mana +40.00 Curse of Shrouds One-handed war axes. |
enhanced voratun waraxe of enduring (Madness) (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +8 Str +11 Dex +9 Mag +21 Wil +10 Cun +26 Con ----- def ----- Max.HP +73.00 Curse of Madness One-handed war axes. |
Dagger of the Past (Madness) (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Madness Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Star (Nightmares) (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 40% Wil, 20% Dex, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Icy Kill (Shrouds) (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Curse of Shrouds As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (Corpses) (38-49 power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 70% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Curse of Corpses Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (Misfortune) (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 40% Wil, 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Curse of Misfortune Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 8.46 acid and 10.21 blight damage. If not cleared after five turns it will inflict 57.97 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (Shrouds) (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 40% Wil, 35% Str, 35% Dex 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Charged Focus (Nightmares) (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Nightmares Electrical energies are focussed in the core of this mindstar. |
Eye of the Wyrm (Nightmares) (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 90% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Nightmares Lightning Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 198.42 to 595.26 lightning damage (396.84 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Oozing Heart (Corpses) (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Corpses Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 99.57 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Seeds of the Black Tree (Nightmares) (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness Curse of Nightmares This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Thermal Focus (Misfortune) (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+2 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Curse of Misfortune Thermal energies are focussed in the core of this mindstar. |
Core of the Forge (Corpses) (24-26 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+2 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Curse of Corpses Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 52.72 mind damage, 52.72 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.81 mind and 4.81 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (Corpses) (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Curse of Corpses Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 99.60 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Nexus of the Way (Corpses) (22-24 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Curse of Corpses Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 57 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Eroded Blade (Madness) (19-25 power, 9 apr) Eroded Blade (Madness) (19-25 power, 9 apr)1.0 T4 ritual blade 1H weapon [Unique] Arcane/Nature Power 19.0 - 24.7 Physical Uses 40% Wil, 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Mind.crit +12% Dmg.mod +25% acid +25% temporal +25% nature Res.pen +10% acid +10% temporal +10% nature ----- def ----- Resists +10% acid +10% temporal +10% nature Curse of Madness Ashes to ashes, dust to dust. That which came from the earth, shall return to it. |
Glorina the voratun ritual blade (Corpses) (26-33 power, 9 apr) Glorina the voratun ritual blade (Corpses) (26-33 power, 9 apr)1.0 T5 ritual blade 1H weapon [Random Unique] Arcane/Master Power 25.5 - 33.1 Physical Uses 40% Wil, 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +9 Crit +10.0% Atk.spd 100% Dmg.conv 24% blight While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+7 eff.) Dmg.mod +13% blight +12% physical Res.pen +11% physical Apr +12 Melee Ret 4 acid ----- def ----- Resists +3% fire +3% mind +3% nature Max.HP +20.00 Disease- +20% Disarm- +20% ---------- misc Mana/turn +0.28 Curse of Corpses Channel mana (increasing mana regen by 500% for ten turns) Puts all charms on 30 cooldown Sharp, short and deadly. |
Whip of Urh'Rok (Madness) (55-61 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 40% Wil, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight Curse of Madness With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Storm Fury (Misfortune)4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+13 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+10 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 83 to 166 lightning damage based on Magic with a chance to inflict Daze. Curse of Misfortune This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Nithan's Force (Misfortune)4.0 T5 sling 1H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Curse of Misfortune Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 60% Wil, 50% Str, 60% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. This item has been sent to the Item's Vault. |
Salowe (21/21, 62-87 power, 28 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master Power 62.0 - 86.8 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +10.5% Capacity 21 Proj.spd +200% Phasing +30% Ranged+ +20 blight +16 arcane On Hit: * Create an explosion dealing 63 damage, split between light and darkness. Arrows are used with bows to pierce your foes to death. |
Aderissra the Blastwilter (59/59, 51-71 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 51.0 - 71.4 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 59 Phasing +30% Ranged+ +20 lightning +20 nature On Hit.r1 +20 lightning +12 temporal While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
Malugar (19/19, 78-94 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 78.0 - 93.6 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 19 Ranged+ +8 acid On Hit.r1 +16 acid On Crit.r2 +12 acid On Hit: * 20% chance to reduce armor by 27% * 25% chance for your shot to deal an extra 34 physical damage to your target and then ricochet to a second target, dealing 46 physical damage to it. On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Fire Dragon Shield (Corpses) (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 40% Wil, 100% Str 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 (+6 eff.) Rng.Def +15 (+5 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 Corpses This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Radiancewinnow the stralite shield (Nightmares) (0 def, 8 armour, 50-60 power, 175.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 50.0 - 60.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +176 While equipped: Stats +5 Str +7 Dex dps ---------- Dmg.mod +6% blight Res.pen +15% light +25% arcane Acc +5 (+1 eff.) On shield block: * 20% chance to use Vile Rumination and lower the cooldown of up to 2 demented or corruption talent(s). This effect has a 20 turn cooldown. ----- def ----- Armour +8 Fatigue +8% Resists +20% acid Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.08 Talents +1 Block Cooldown Block -1 Curse of Nightmares Handheld deflection devices. |
Blightstopper (Nightmares) (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Curse of Nightmares Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Shieldsmaiden (Madness) (5 def, 20 armour, 48-58 power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Madness Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (Corpses) (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Curse of Corpses Send out a range 7 beam, lighting its path and dealing 79.70 to 99.63 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (Madness) (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 40% Wil, 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+4 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Curse of Madness Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (Nightmares) (12 def, 9 armour, 52-62 power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Nightmares "With this, no one will ever harm you again." |
Unsetting Sun (Corpses) (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block Curse of Corpses When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
crackling voratun shield of patience (Misfortune) (0 def, 10 armour, 68-81 power, 211.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 67.5 - 81.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 Melee+ +10 lightning While equipped: Stats +4 Dex dps ---------- Melee Ret 18 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning +16% temporal ---------- misc Talents +1 Block Curse of Misfortune Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (199) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Curse of Misfortune Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (Corpses) (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Corpses This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (Nightmares) (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+8 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Curse of Nightmares Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Black Robe (Misfortune) (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+13 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+9 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 Curse of Misfortune A silk robe, darker than the darkest night sky, it radiates power. |
Dazzlevein the elven-silk robe (Corpses) (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag dps ---------- S.pwr/crit +8 Dmg.mod +14% acid +28% temporal +18% light +7% fire +30% cold +16% lightning +12% physical Res.pen +21% temporal +12% physical ----- def ----- Resists +12% acid +3% light +45% cold +12% fire +12% lightning +15% all Spell.save +15 (+5 eff.) Anom.red +15 ---------- misc Max.mana +51.00 Light +3 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Runaratar the elven-silk robe (Misfortune) (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Phys.pwr +20 (+4 eff.) Spell.pwr +8 (+4 eff.) Dmg.mod +25% acid +29% physical +29% light +29% temporal +19% cold +21% fire +24% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% acid +16% physical +29% temporal +20% cold +17% fire +15% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Refit Golem -4 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Warping Vest (Misfortune) (30 def, 0 armour)9.0 T4 light armor [Unique] Arcane While equipped: ----- def ----- Defense +30 (+10 eff.) Resists +25% temporal Res.Cap +10% temporal Pinning- +20% ---------- misc Masteries +0.20 Spell/Conveyance +0.20 Spell/Distortion +0.20 Chronomancy/Spacetime Folding +0.20 Chronomancy/Spacetime Weaving Curse of Misfortune Scatter: Level 4.0 Pwr.cost 40 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (26) for 3 turns. The duration can Spell crit. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
Molten Skin (Shrouds) (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+8 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Curse of Shrouds Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 99.07 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
searing voratun mail armour of thunder (Corpses) (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Phys.crit +5.0% Spell.crit +7% Mind.crit +7% Phys.pwr +19 (+4 eff.) Spell.pwr +20 (+10 eff.) Mind.pwr +17 (+3 eff.) Melee+ 15 acid 17 fire Melee Ret 8 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +10% acid +17% fire +11% lightning Curse of Corpses A suit of armour made of mail. |
Ancient Golem Suit (Nightmares) (20 def, 30 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +4 Con dps ---------- Dmg.mod +20% arcane ----- def ----- Armour +30 Defense +20 (+7 eff.) Fatigue +20% Resists +20% physical Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) ---------- misc Max.mana +40.00 Max.stam +40.00 Size +1 Masteries +0.20 Golem/Fighting +0.20 Golem/Arcane Curse of Nightmares Arcane Pull: Level 4.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 48.41 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it's very old. |
Tarrasca (Corpses) (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Corpses Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
resolute stralite plate armour of the dragon (Corpses) (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +8% physical +9% cold +9% lightning +9% fire Phys.save +16 (+4 eff.) Disarm- +25% Stun/Frz- +26% Knockbk- +28% ---------- misc Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. |
Monolith Armour (Corpses) (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+11 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. Curse of Corpses This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Shinehack the voratun plate armour (Shrouds) (30 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Melee+ 20 nature 23 cold Dmg.mod +24% light Melee Ret 16 nature 16 cold ----- def ----- Armour +26 Defense +30 (+10 eff.) Fatigue +22% Resists +29% nature +28% cold Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds A suit of armour made of metal plates. |
resolute voratun plate armour of command (Nightmares) (10 def, 21 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Cun +7 Con ----- def ----- Armour +21 Defense +10 (+4 eff.) Fatigue +22% Phys.save +21 (+5 eff.) Mind.save +16 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. This object's appearance was changed to The Untouchable. |
Earigorn (Misfortune)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +4 Wil dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +15% mind ----- def ----- Mind.save +5 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
noble's rough leather belt of unlife (Shrouds) =underwater=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +20% Summoned ----- def ----- Resists +7% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Nerille (Shrouds)1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Str +7 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 ---------- misc Light +3 Curse of Shrouds Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Girdle of Transmutation (Shrouds)1.0 T4 belt armor [Unique] Arcane While equipped: Stats +8 Mag +8 Con ----- def ----- Armour +8 Hardiness +10% ---------- misc Cooldown Flux -2 Masteries +0.20 Spell/Stone alchemy +0.20 Spell/Morph Curse of Shrouds Transmute some of your life into mana/vim. Uses 20 power out of 20/20 This belt changes shape when you put it on, becoming a perfect fit. |
Girdle of Preservation (Corpses)1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% Curse of Corpses A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
reinforced drakeskin leather belt of containment (Shrouds)1.0 T5 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +15 (+5 eff.) Phys.save +18 (+5 eff.) Anom.red +15 Max.HP +103.00 ---------- misc Max.mana +67.00 Max.stam +52.00 Max.hate +18.00 Max.psi +28.00 Max.vim +27.00 Max.P.En +32.00 Max.N.En +32.00 Curse of Shrouds A belt that goes around your waist. |
Brightvile (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Rng.Def +7 (+3 eff.) Resists +9% fire Unseen.red 10% Max.HP +20.00 Heal.mod +10% Knockbk- +10% ---------- misc Telepathy Animal Telpty rng +6 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. |
resilient linen cloak of battle (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +30.00 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. |
wyrmwaxed kruk cloak (Misfortune) (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold Curse of Misfortune A stylish kruk-style cloak, to look awesome. |
Cloak of Ten Thousand Leaves (Madness) (6 def, 0 armour) Cloak of Ten Thousand Leaves (Madness) (6 def, 0 armour)2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% darkness +12% nature ----- def ----- Defense +6 (+2 eff.) Resists +18% darkness Affinity +11% nature ---------- misc Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.0% of your max life. Curse of Madness Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 30 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
Murkpiercer of the Blightspawn (Madness) (8 def, 9 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Dex +2 Cun -10 Con dps ---------- Dmg.mod +6% blight +12% temporal Res.pen +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +8 (+3 eff.) Resists +15% cold Phys.save +8 (+2 eff.) Mind.save +7 (+1 eff.) Proj.slow +20% Die.at -50.00 life 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. |
glorious cashmere cloak of mindcraft (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Psionic While equipped: Stats +6 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% ---------- misc Talents +3 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 30.0% chance for an additional save against it and 77.5 bonus armor for 2 turns. (Based on your Constitution and Willpower) 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. |
Radiance (Corpses) (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Curse of Corpses This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (Shrouds) (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+4 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination Curse of Shrouds See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Ureslak's Molted Scales (Corpses) (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Corpses Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Oozevice the pair of hardened leather boots (Nightmares) (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +9 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +7% physical Melee Ret 10 nature ----- def ----- Armour +7 Die.at -40.00 life ---------- misc Stam/turn +2.00 Light +2 Size +1 Curse of Nightmares A pair of boots made of leather. |
Shoes of Moving Slowly (Misfortune) (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Misfortune Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Balyrostir the pair of dwarven-steel boots (Nightmares) (22 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Mov.spd +14% Acc +10 (+2 eff.) Apr +3 ----- def ----- Armour +8 Defense +22 (+8 eff.) Fatigue +3% Resists +3% physical Curse of Nightmares Disengage: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torchstreaker (Nightmares) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Dmg.mod +3% lightning +7% physical Melee Ret 8 nature 10 fire ----- def ----- Armour +4 Fatigue +3% Resists +6% fire ---------- misc Size +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (Madness) (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Madness Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (Madness) (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 34 fire damage (based on Spellpower) to foes who enter it. Curse of Madness A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of voratun boots 'Glowwarden' (Corpses) (10 def, 17 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% light ----- def ----- Armour +17 Defense +10 (+4 eff.) Fatigue +4% Resists +2% physical ---------- misc Stam/turn +1.00 Max.stam +30.00 Infravis +3 Curse of Corpses Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelvortex (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +10.0% Spell.crit +7% Mind.crit +10% Crit.mult +6.00% Phys.pwr +10 (+2 eff.) Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Armour +2 Resists +6% blight +3% darkness HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Durigoldir the Lavapanic (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +5% acid +6% cold Res.pen +20% fire Melee Ret 6 acid ----- def ----- Armour +2 Resists +14% acid +12% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scaldumbra the hardened leather gloves (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 arcane 4 lightning Dmg.mod +2% lightning +3% fire +3% arcane Acc +18 (+4 eff.) Apr +7 Melee Ret 4 fire ----- def ----- Armour +2 Resists +6% blight +6% fire +6% mind Spell.save +11 (+4 eff.) Mind.save +5 (+1 eff.) 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. |
Wyrmbreath (Madness) (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 443.82 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Carrionream (Shrouds) (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Melee+ 11 nature Dmg.mod +16% nature +9% mind Res.pen +15% cold ----- def ----- Armour +3 Resists +8% nature ---------- misc Hate/m.crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Belonn' (Shrouds) (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +8 (+2 eff.) Apr +15 On Hit (Melee): * 20 arcane resource burn On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Resists +12% fire +3% darkness +9% cold Spell.save +23 (+8 eff.) Mind.save +6 (+1 eff.) Max.HP +20.00 HP.reg +6.00 ---------- misc Stam/turn +1.10 Psi/turn +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nuvon (Madness) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 12 darkness Dmg.mod +8% darkness ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness +12% blight Phys.save +12 (+3 eff.) Die.at -40.00 life Max.HP +40.00 Poison- +20% 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. |
stone warden's voratun gauntlets of regeneration (Madness) (0 def, 17 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +10 Con ----- def ----- Armour +17 Hardiness +10% Fatigue +5% Resists +10% physical HP.reg +5.20 ---------- misc Stam/turn +0.90 Psi/turn +0.28 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. |
voratun gauntlets 'Snowwedge' (Shrouds) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 19 light Dmg.mod +8% light Res.pen +15% acid +15% cold Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 27% * 20% chance to reduce all saves and defense by 50 ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +21% cold +10% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of the iron hand (Corpses) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Wil +5 Con ----- def ----- Armour +3 Fatigue +5% Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Neriwyn the Umbrabile (Madness) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +10% cold Res.pen +15% darkness +5% acid Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +15% cold Curse of Madness A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Curse of Nightmares A cap made of leather. |
Ce'Nasedarin (Nightmares) (15 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +3% Resists +8% blight +2% physical +10% darkness Crit.dmg- 5.00% Spell.save +17 (+6 eff.) Mind.save +15 (+3 eff.) Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
Eye of the Forest (Madness) (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Curse of Madness Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
champion's hardened leather cap of the bounder (Shrouds) (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +9 Str +7 Dex +2 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +9 (+2 eff.) ---------- misc Light +1 Curse of Shrouds 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 1566.2 Physical damage. If the attack hits, the target is confused (40% 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 cap made of leather. |
Crown of the Elements (Madness) (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+8 eff.) Mind.pwr +15 (+2 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning Curse of Madness This jeweled crown shimmers with colors. |
Zubama the Starrage (Madness) (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Disrupt While equipped: Stats +11 Str +12 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Phys.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Armour +5 Fatigue +5% Resists +13% blight +29% physical +11% nature +3% light Phys.save +22 (+6 eff.) ---------- misc Equi/ret +0.12 Max.hate +2.00 Curse of Madness A cap made of leather. |
defender's drakeskin leather cap of the bounder (Corpses) (7 def, 11 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +9 Str +7 Dex ----- def ----- Armour +11 Defense +7 (+3 eff.) Fatigue +5% Resists +4% all Phys.save +12 (+3 eff.) Curse of Corpses 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 1566.2 Physical damage. If the attack hits, the target is confused (40% 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 cap made of leather. |
Glita (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Silence- +10% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (Misfortune) (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. Curse of Misfortune An experimental helmet designed to enhance the effects of the Doomelf corruption. |
The Black Crown (Misfortune) (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. Curse of Misfortune "For the demon who has everything." |
Stormpulse (Nightmares) Stormpulse (Nightmares)1.0 T4 wardstone armor [Unique] Nature While equipped: dps ---------- Mind.crit +8% Mind.pwr +8 (+1 eff.) Dmg.mod +25% lightning +25% cold +25% mind ----- def ----- Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Resists +25% lightning +25% cold +25% mind Dmg.red +4 all Proj.slow +25% ---------- misc Wards +4 lightning +4 cold +4 mind Talents +4 Ward Curse of Nightmares Static Field: Level 4.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Generate an electrical field around you in a radius of 5. Any creature caught inside will lose up to 39.6% of its current life (26.4% if the target is Elite or Rare, 19.8% if the target is a Unique or Boss, and 15.8% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save. Additionally, it will deal 196.13 lightning damage afterwards, regardless of target rank. Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances. Each point in storm drake talents also increases your lightning resistance by 1%. It looks like this wardstone was made from a mindstar. Deep in the crystal swirls a thunderstorm. |
Sootvagrant of the Blightspawn (Shrouds) Sootvagrant of the Blightspawn (Shrouds)1.0 T5 wardstone armor [Random Unique] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Res.pen +10% nature On Melee Ret: * 39% chance to reduce strength, dexterity, and constitution by 17 * 24% chance to reduce damage dealt by 40% ----- def ----- Defense +10 (+4 eff.) Resists +8% nature +12% physical Dmg.red +5 all Spell.save +15 (+5 eff.) Mind.save +16 (+4 eff.) Proj.slow +30% ---------- misc Mana/turn +5.00 Max.mana +84.00 Max.hate +2.00 See.Stealth +12 Wards +2 nature +3 physical Talents +2 Ward Curse of Shrouds Handheld warding devices |
7 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. |
8 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
11 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. |
7 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
7 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. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
147 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. |
56 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +7% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
wayfinding brass lantern of health2.0 T1 lite [Ego] Nature/Psionic While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Resists +5% mind Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Galyrand the Frigidrazor1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% cold +8% mind +12% light ----- def ----- Resists +3% cold Crit.dmg- 15.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Nimbusrupture the alchemist's lamp1.0 T3 lite [Rare] Steamtech While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 13 lightning ----- def ----- Resists +25% lightning +6% cold +6% light ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 17.71 cold damage and 25.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
iron pickaxe 'Duvalar' (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% nature +3% cold Crit.dmg- 15.00% Spell.save +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Cheyachik' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +10% physical Apr +3 ----- def ----- Resists +12% nature +5% arcane Crit.dmg- 15.00% Phys.save +3 (+1 eff.) Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+1 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 435.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Shadestone of the Blightspawn [power 360] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +13 Str +5 Wil -13 Con ----- def ----- Resists +9% lightning +6% fire Mind.save +9 (+2 eff.) Blast the opponent's mind dealing 400 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to heal for 63. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 102 Armor: 1 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
powerful elven-wood totem of stinging [power 374] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 438 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tempestjeer the dragonbone totem of thorny skin [power 90] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% cold ----- def ----- Crit.dmg- 15.00% Spell.save +18 (+6 eff.) Poison- +20% Knockbk- +20% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) On Melee Ret: * 18% chance to slow global speed by 80% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
focusing elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Brighttreason' [power 170] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% light ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +4.00 Max.hate +8.00 Light +3 Fire a magical bolt dealing 189 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 34
1st Dusk 123rd year of Ascendancy at 20:15 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 44
30th Haze 123rd year of Ascendancy at 18:33 see stats
Against all odds
Killed Ukruk in the ambush.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 33
65th Pyre 123rd year of Ascendancy at 00:46 see stats
Arachnophobia
Destroyed the spydric menace.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 37
18th Dusk 123rd year of Ascendancy at 01:55 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 39
23rd Haze 123rd year of Ascendancy at 18:33 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 48
8th Decay 123rd year of Ascendancy at 23:53 see stats
Brave new world
Went to the Far East and took part in the war.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 36
15th Dusk 123rd year of Ascendancy at 21:28 see stats
Bringer of Doom
Killed a Bringer of Doom.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 23
9th Decay 122nd year of Ascendancy at 02:48 see stats
Clone War
Destroyed your own Shade.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 39
6th Haze 123rd year of Ascendancy at 16:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 20
43rd Haze 122nd year of Ascendancy at 16:41 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 43
30th Haze 123rd year of Ascendancy at 02:17 see stats
Destroyer of the creation
Killed Slasul.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 37
62nd Dusk 123rd year of Ascendancy at 10:35 see stats
Destroyer's bane
Killed Golbug the Destroyer.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 35
5th Dusk 123rd year of Ascendancy at 22:11 see stats
Dragon's Greed
Amassed 8000 gold pieces.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
6th Regrowth 124th year of Ascendancy at 08:56 see stats
Earth Master
Killed Harkor'Zun.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 24
13rd Regrowth 123rd year of Ascendancy at 07:33 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
57th Regrowth 124th year of Ascendancy at 06:25 see stats
Exterminator
Killed 1000 creatures.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 20
46th Haze 122nd year of Ascendancy at 22:40 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 28
34th Regrowth 123rd year of Ascendancy at 21:53 see stats
Fear me not!
Survived the Fearscape!By hhhhhhhhhhhhhhhhh the Cornac Cursed level 30
15th Pyre 123rd year of Ascendancy at 19:39 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
50th Regrowth 124th year of Ascendancy at 22:30 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 38
62nd Dusk 123rd year of Ascendancy at 11:40 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 47
52nd Haze 123rd year of Ascendancy at 15:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 19
67th Dusk 122nd year of Ascendancy at 01:16 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 41
24th Haze 123rd year of Ascendancy at 01:53 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 30
51st Pyre 123rd year of Ascendancy at 06:34 see stats
Level 10
Got a character to level 10.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 10
1st Flare 122nd year of Ascendancy at 23:47 see stats
Level 20
Got a character to level 20.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 20
8th Haze 122nd year of Ascendancy at 12:05 see stats
Level 30
Got a character to level 30.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 30
15th Pyre 123rd year of Ascendancy at 11:07 see stats
Level 40
Got a character to level 40.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 40
23rd Haze 123rd year of Ascendancy at 22:35 see stats
Level 50
Got a character to level 50.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
10th Allure 124th year of Ascendancy at 15:51 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 28
43rd Regrowth 123rd year of Ascendancy at 09:43 see stats
Orcrist
Killed the leaders of the Orc Pride.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
33rd Regrowth 124th year of Ascendancy at 01:07 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 45
41st Haze 123rd year of Ascendancy at 22:24 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 28
23rd Regrowth 123rd year of Ascendancy at 05:55 see stats
Size is everything
Did over 1500 damage in one attack.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 37
18th Dusk 123rd year of Ascendancy at 00:07 see stats
Size matters
Did over 600 damage in one attack.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 20
47th Haze 122nd year of Ascendancy at 11:46 see stats
Sliders
Activated a portal using the Orb of Many Ways.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 36
12nd Dusk 123rd year of Ascendancy at 11:54 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
57th Regrowth 124th year of Ascendancy at 06:23 see stats
The Arena
Unlocked Arena mode.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 15:49 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
33rd Regrowth 124th year of Ascendancy at 01:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 28
73rd Regrowth 123rd year of Ascendancy at 09:30 see stats
The Sun Still Shines
Aeryn survived the last battle.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 50
57th Regrowth 124th year of Ascendancy at 06:25 see stats
The bigger the better!
Did over 3000 damage in one attack.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 42
28th Haze 123rd year of Ascendancy at 13:45 see stats
The secret city
Discovered the truth about mages.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 15
33rd Dusk 122nd year of Ascendancy at 21:56 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 47
66th Haze 123rd year of Ascendancy at 03:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 31
61st Pyre 123rd year of Ascendancy at 13:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 21
57th Haze 122nd year of Ascendancy at 10:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By hhhhhhhhhhhhhhhhh the Cornac Cursed level 33
64th Pyre 123rd year of Ascendancy at 18:10 see stats
Log
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 61st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 62nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:30.
Today is the 63rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
You don't see how to get there...
You don't see how to get there...
Saving done.
You don't see how to get there...
Ran for 4 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 64th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 65th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 66th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.

















































































































































































































































