Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines 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: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 34 / 74% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 10.272733630532 (base 10) |
Dexterity | 11.545467261063 (base 10) |
Constitution | 27.545467261063 (base 24) |
Magic | 19.272733630532 (base 10) |
Willpower | 91.985481718869 (base 60) |
Cunning | 78.765474489966 (base 60) |
Resources
Life | 683/683 |
Hate | 46/106 |
Equilibrium | 48 |
Healing Factor | 1.5111965353501 |
Regeneration | 48.887207918577 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 8.5454672610635 |
Offense: Mainhand
Damage | 77 |
Accuracy | 47 |
Crit Chance | 24% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 47 |
Crit Chance | 22% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +6% |
Physical | +5% |
Mind | +32% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Lightning | +40% |
Defense: Base
Armour (hardiness) | 32 (35%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 35 |
Mental Save | 51 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 43%( 70%) |
All | + 27%( 70%) |
Physical | + 30%( 72%) |
Lightning | + 41%( 70%) |
Light | + 42%( 70%) |
Temporal | + 39%( 70%) |
Mind | + 37%( 70%) |
Darkness | + 39%( 78%) |
Fire | + 60%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Silence Resistance | 40% |
Disarm Resistance | 20% |
Knockback Resistance | 78% |
Confusion Resistance | 76% |
Fear Resistance | 28% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% if the increase would be enough to kill your opponent. |
beneficial effect | Guarding against melee damage: Will dismiss up to 27 damage from the next 1.9 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +4 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 59 mind and 45 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 99 Mind damage, and deal 75 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost defiler from death by Glethra the fire drake hatchling. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Silorin the multi-hued crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | Durifang the pair of hardened leather boots (Misfortune) (0 def, 3 armour) Durifang the pair of hardened leather boots (Misfortune) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ When Hit 6 arcane defense ------ Armor +3 Resistance +7% lightning +7% temporal Life Regen +4.00 Healmod +15% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.60 Max stamina +17.00 Curse of Misfortune A pair of boots made of leather. |
Light source | Betatta Betatta2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Defense +10 (+5 eff.) Resistance +6% fire Spell save +3 (+1 eff.) Life +40.00 Silence Resist +20% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (Nightmares) (0 def, 12 armour) Quasit's Skull (Nightmares) (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Curse of Nightmares Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Boltblood (Madness) (0 def, 1 armour) Boltblood (Madness) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 6 mind Damage +5% mind Ignore resists +25% lightning defense ------ Armor +1 Resistance +6% mind +5% arcane Spell save +6 (+3 eff.) Unlife -80.00 life Life Regen +4.00 Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron torque of clear mind [power 1] (25 cooldown) iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | psionicist's steel ring of perseverance (Misfortune) psionicist's steel ring of perseverance (Misfortune)0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life Regen +3.00 Stun Resist +23% Curse of Misfortune Rings make your fingers look great! |
On fingers | Berunarirand (Misfortune) Berunarirand (Misfortune)0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil defense ------ Resistance +9% temporal +3% fire Mind save +19 (+7 eff.) Life +88.00 Life Regen +18.00 Healmod +22% Curse of Misfortune Rings make your fingers look great! |
Around neck | Sulfurspire the copper amulet Sulfurspire the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 8 nature 4 cold defense ------ Armor +2 Resistance +12% lightning +12% fire +3% mind +3% darkness Stun Resist +23% Knockbk Resist +10% Amulets make your neck look great! |
In main hand | Psionic Fury (Misfortune) (12-13 power, 42 apr, mind damage) Psionic Fury (Misfortune) (12-13 power, 42 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 87% Wil, 52% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +42 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +8% Mindpower +17 (+4 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Curse of Misfortune Release a wave of psionic power, dealing 284.56 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Chalarion the mossy mindstar (Shrouds) (2-3 power, 20 apr, mind damage) Chalarion the mossy mindstar (Shrouds) (2-3 power, 20 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 87% Wil, 52% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +20 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Mind Crit +6% Critical power +15.00% Mindpower +21 (+5 eff.) Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Crit Resistance 15.00% Spell save +3 (+1 eff.) other ------- Max hate +6.00 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Isonor the Rimebore (Corpses) (13 def, 7 armour) Isonor the Rimebore (Corpses) (13 def, 7 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% mind Ignore resists +10% mind When Hit 4 cold defense ------ Armor +7 Defense +13 (+7 eff.) Resistance +20% light +16% blight +24% fire +15% nature +21% cold Mind save +9 (+3 eff.) Stealth +12 Life Regen +1.00 Healmod +15% other ------- EQ when Hit +0.12 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mardularion the Blazerigor (Shrouds) (3 def, 3 armour) Mardularion the Blazerigor (Shrouds) (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +3% lightning +6% temporal Ignore resists +15% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +3 (+2 eff.) Resistance +8% blight +9% all Physical save +15 (+8 eff.) Life +47.00 Life Regen +2.10 Healmod +12% other ------- Mana/turn +0.15 Psi/turn +0.15 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 65; cd 11) healing infusion (heal 65; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 61; cd 14) healing infusion of the warrior (heal 61; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -270; dur 7; cd 29) heroism infusion (die at -270; dur 7; cd 29)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 29 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 -270 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 270 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 544%; cd 12) movement infusion (speed 544%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 628%; cd 15) movement infusion (speed 628%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 211; 14 cd) regeneration infusion (heal 211; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 187; 16 cd) regeneration infusion (heal 187; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 17%; mental; dur 4; cd 16) wild infusion (res 17%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 35%; magical; dur 3; cd 16) wild infusion of the psychic (res 35%; magical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
acid wave rune (damage 133; dur 4; cd 19) acid wave rune (damage 133; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 133.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 663% over 10 turns; mana 33; cd 18) manasurge rune (regen 663% over 10 turns; mana 33; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 663% for 10 turns (10 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 44; cd 15) shatter afflictions rune (absorb 44; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 276; dur 6; cd 15) shielding rune (absorb 276; dur 6; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 276 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Baridur the steel amulet Baridur the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +13.00% Spellpower +9 (+5 eff.) Damage +8% blight +9% fire +21% mind Ignore resists +15% blight +20% temporal +20% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
clarifying steel amulet of strength (+3) =conf= clarifying steel amulet of strength (+3) =conf=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
wanderer's gold amulet =stats= wanderer's gold amulet =stats=0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +6 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
steel ring 'Genn' (Corpses) =conf= steel ring 'Genn' (Corpses) =conf=0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% acid defense ------ Resistance +12% light +3% temporal Crit Resistance 15.00% Mind save +6 (+2 eff.) Confus Resist +28% Curse of Corpses Rings make your fingers look great! |
steel ring 'Poranor' (Corpses) steel ring 'Poranor' (Corpses)0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +4 Wil +6 Con offense ------ Damage +15% acid Accuracy +8 (+8 eff.) When Hit 8 acid defense ------ Resistance +12% acid Crit Resistance 15.00% other ------- Light +3 Curse of Corpses Rings make your fingers look great! |
ash starstaff 'Airwend' (Nightmares) (15-18 power, 3 apr, darkness element) ash starstaff 'Airwend' (Nightmares) (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +13.00% Spellpower +6 (+3 eff.) Damage +24% lightning +15% darkness +12% mind Ignore resists +20% mind When Hit 4 lightning defense ------ Anomaly Control +20 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of wizardry (Corpses) (15-18 power, 3 apr, fire element) infernal ash magestaff of wizardry (Corpses) (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +2% Critical power +16.00% Spellpower +15 (+8 eff.) On-Hit 19 fire Damage +15% fire other ------- Max mana +22.00 See Invisibility +6 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Glimmersweep (Madness) (25-30 power, 4 apr, fire element) Glimmersweep (Madness) (25-30 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+6 eff.) Damage +12% light +25% fire When Hit 6 lightning defense ------ Armor +5 Defense +6 (+3 eff.) Resistance +10% darkness +6% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +13% Out-of-Phase Resilience +11% other ------- Max positive +10.00 Max negative +10.00 Light +2 Wards +2 fire Talents +3 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
blighted yew starstaff of wizardry (Shrouds) (20-24 power, 4 apr, physical element) blighted yew starstaff of wizardry (Shrouds) (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +10% Spellpower +15 (+8 eff.) Damage +20% physical other ------- Vim-on-crit +3.00 Max mana +61.00 Max vim +16.00 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of might (Shrouds) (20-24 power, 4 apr, lightning element) earthen yew magestaff of might (Shrouds) (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+5 eff.) Damage +20% lightning defense ------ Armor +7 Hardiness +5% Physical save +5 (+3 eff.) other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Vorema (Nightmares) (25-30 power, 5 apr, lightning element) Vorema (Nightmares) (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Spell Crit +35% Critical power +18.00% Physical Power +5 (+2 eff.) Spellpower +20 (+10 eff.) Damage +25% lightning Accuracy +10 (+10 eff.) defense ------ Defense +20 (+10 eff.) Resistance +1% physical other ------- Vim-on-crit +4.00 Max stamina +10.00 Max vim +18.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of illumination (Misfortune) (25-30 power, 5 apr, physical element) cruel elven-wood starstaff of illumination (Misfortune) (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +15.00% Spellpower +12 (+6 eff.) Damage +25% physical defense ------ Defense +9 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 66.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of channeling (Madness) (25-30 power, 5 apr, fire element) cruel elven-wood vilestaff of channeling (Madness) (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +14.00% Spellpower +24 (+12 eff.) Damage +25% fire other ------- Mana/turn +0.31 Talents +1 Command Staff Curse of Madness Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff of channeling (Misfortune) (25-30 power, 5 apr, darkness element) ethereal elven-wood starstaff of channeling (Misfortune) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +27 (+14 eff.) Damage +25% darkness Ignore Shields +14% defense ------ Defense +15 (+8 eff.) Shield Power +12% other ------- Mana/turn +0.26 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
acidic steel greatmaul of massacre (Nightmares) (40-60 power, 2 apr) acidic steel greatmaul of massacre (Nightmares) (40-60 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Curse of Nightmares Massive two-handed mauls. |
elemental steel greatmaul (Misfortune) (30-45 power, 2 apr) elemental steel greatmaul (Misfortune) (30-45 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 27 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +7% cold Curse of Misfortune Massive two-handed mauls. |
steel greatmaul 'Frigidquill' (Madness) (26-40 power, 12 apr) steel greatmaul 'Frigidquill' (Madness) (26-40 power, 12 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Weapon Damage 26.5 - 39.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% On-hit +7 darkness +8 cold Damage Against +10% Living On-crit, radius 2 +8 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +12% cold Curse of Madness Massive two-handed mauls. |
truestriking steel greatmaul of rage (Nightmares) (24-37 power, 2 apr) truestriking steel greatmaul of rage (Nightmares) (24-37 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego++] Master Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Str offense ------ Damage +10% physical Ignore resists +10% physical Accuracy +22 (+19 eff.) Ignore Armor +10 Curse of Nightmares Massive two-handed mauls. |
stormbringer's dwarven-steel greatmaul (Madness) (42-62 power, 2 apr) stormbringer's dwarven-steel greatmaul (Madness) (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +16 lightning +20 cold While equipped: offense ------ Move Speed +45% Ignore resists +10% lightning +12% cold Curse of Madness Massive two-handed mauls. |
Gunihell (Shrouds) (25-40 power, 2 apr) Gunihell (Shrouds) (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 cold On-Hit, radius 1 +20 mind While equipped: Stats +5 Con offense ------ Mind Crit +7% Damage +6% mind When Hit 6 mind defense ------ Mind save +6 (+2 eff.) Curse of Shrouds Massive two-handed swords. |
inquisitor's steel greatsword of shearing (Madness) (26-41 power, 2 apr) inquisitor's steel greatsword of shearing (Madness) (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego++] Disrupt/Master Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Deals 107 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +10% all Accuracy +10 (+10 eff.) Ignore Armor +10 Curse of Madness Massive two-handed swords. |
stormbringer's stralite greatsword of massacre (Misfortune) (60-97 power, 3 apr) stormbringer's stralite greatsword of massacre (Misfortune) (60-97 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature/Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +14 lightning +33 cold While equipped: offense ------ Move Speed +42% Ignore resists +16% lightning +20% cold Curse of Misfortune Massive two-handed swords. |
hateful voratun greatsword of erosion (Madness) (60-96 power, 4 apr) hateful voratun greatsword of erosion (Madness) (60-96 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Nature/Psionic Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +24 nature +20 darkness Damage Against +24% Living Curse of Madness Massive two-handed swords. |
quick voratun greatsword of evisceration (Corpses) (65-104 power, 4 apr) quick voratun greatsword of evisceration (Corpses) (65-104 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 65.0 - 104.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex offense ------ Physical Crit +12.0% Physical Power +13 (+6 eff.) Combat Speed +10% Accuracy +17 (+16 eff.) Curse of Corpses Massive two-handed swords. |
warbringer's voratun greatsword of shearing (Corpses) (64-102 power, 4 apr) warbringer's voratun greatsword of shearing (Corpses) (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +14 (+7 eff.) Ignore resists +13% physical +16% all Accuracy +19 (+17 eff.) Ignore Armor +13 defense ------ Disarm Resist +49% Curse of Corpses Massive two-handed swords. |
blazebringer's steel longsword of amnesia (Nightmares) (16-22 power, 3 apr) blazebringer's steel longsword of amnesia (Nightmares) (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego++] Nature/Psionic Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 fire On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Global Speed +2% Ignore resists +7% fire Curse of Nightmares Sharp, long, and deadly. |
elemental dwarven-steel longsword (Misfortune) (24-33 power, 4 apr) elemental dwarven-steel longsword (Misfortune) (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 27 acid damage (1/turn) While equipped: offense ------ Damage +6% acid Ignore resists +11% acid Curse of Misfortune Sharp, long, and deadly. |
Scaldqueen (Misfortune) (35-49 power, 5 apr) Scaldqueen (Misfortune) (35-49 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Random Unique] Arcane/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +23 blight On Hit: 20% Epidemic level 4 On Hit: * 26% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex offense ------ Damage +6% physical +6% fire Ignore Armor +3 defense ------ Armor +4 Disease Resist +14% Curse of Misfortune Sharp, long, and deadly. |
warbringer's voratun longsword of amnesia (Madness) (42-59 power, 6 apr) warbringer's voratun longsword of amnesia (Madness) (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +4 Con offense ------ Physical Power +14 (+7 eff.) Ignore resists +13% physical defense ------ Disarm Resist +27% Curse of Madness Sharp, long, and deadly. |
Poltergeist's Crooked Club (Misfortune) (25-35 power, 4 apr) Poltergeist's Crooked Club (Misfortune) (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 20 [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+12 eff.) defense ------ Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Tarrelach the Blazewinter (Corpses) (22-30 power, 3 apr) Tarrelach the Blazewinter (Corpses) (22-30 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +20 light While equipped: Stats +1 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Ignore resists +10% arcane other ------- Mana/turn +0.16 Vim-on-crit +2.00 Curse of Corpses One-handed war axes. |
dwarven-steel waraxe 'Layyrin' (Madness) (28-40 power, 4 apr) dwarven-steel waraxe 'Layyrin' (Madness) (28-40 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 mind While equipped: Stats +4 Mag +12 Wil +8 Con offense ------ Critical power +5.00% Spellpower +9 (+5 eff.) Mindpower +5 (+1 eff.) defense ------ Mind save +3 (+1 eff.) Life +37.00 other ------- Psi when Hit +0.08 Max psi +20.00 Curse of Madness One-handed war axes. |
dwarven-steel waraxe of enduring (Corpses) (20-29 power, 4 apr) dwarven-steel waraxe of enduring (Corpses) (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con +7 Wil defense ------ Life +23.00 Curse of Corpses One-handed war axes. |
Belaharasus the Demonoozer (Corpses) (13-17 power, 6 apr) Belaharasus the Demonoozer (Corpses) (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 darkness +9 light Damage Against +10% Undead On-Hit, radius 1 +4 mind On-crit, radius 2 +8 temporal On Hit: * 20% chance to reduce damage dealt by 30% While equipped: offense ------ Damage +12% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 30% Curse of Corpses Sharp, short and deadly. |
balanced steel dagger of erosion (Shrouds) (13-17 power, 6 apr) balanced steel dagger of erosion (Shrouds) (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +20% Curse of Shrouds Sharp, short and deadly. |
blazebringer's dwarven-steel dagger of evisceration (Nightmares) (15-20 power, 7 apr) blazebringer's dwarven-steel dagger of evisceration (Nightmares) (15-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +27 fire On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +7 (+3 eff.) Global Speed +3% Ignore resists +11% fire Curse of Nightmares Sharp, short and deadly. |
truestriking dwarven-steel dagger (Madness) (22-28 power, 7 apr) truestriking dwarven-steel dagger (Madness) (22-28 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+10 eff.) Ignore Armor +5 Curse of Madness Sharp, short and deadly. |
truestriking stralite dagger (Shrouds) (27-35 power, 9 apr) truestriking stralite dagger (Shrouds) (27-35 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +13 (+13 eff.) Ignore Armor +8 Curse of Shrouds Sharp, short and deadly. |
stormbringer's voratun dagger of rage (Misfortune) (40-52 power, 9 apr) stormbringer's voratun dagger of rage (Misfortune) (40-52 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 40.0 - 52.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +22 lightning +22 cold While equipped: Stats +2 Str offense ------ Move Speed +44% Damage +13% physical Ignore resists +14% lightning +18% cold Accuracy +8 (+8 eff.) Curse of Misfortune Sharp, short and deadly. |
Bloomsoul (Corpses) (8-9 power, 13 apr, nature damage) Bloomsoul (Corpses) (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Curse of Corpses Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 53 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
epiphanous vined mindstar of storms (Corpses) (4-5 power, 18 apr, mind damage) =stats= epiphanous vined mindstar of storms (Corpses) (4-5 power, 18 apr, mind damage) =stats=3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +2 Mag +2 Wil +1 Cun +3 Con offense ------ Mind Crit +4% Mindpower +6 (+1 eff.) On-Hit 4 lightning Damage +4% lightning +7% mind Ignore resists +6% lightning defense ------ Resistance +6% lightning other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar (Nightmares) (10-10 power, 24 apr, nature damage) resonating thorny mindstar (Nightmares) (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Resonance +8% Damage +5% mind Ignore resists +4% mind defense ------ Resistance +5% mind other ------- Psi when Hit +1.10 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's pulsing mindstar (Nightmares) (12-14 power, 32 apr, mind damage) dreamer's pulsing mindstar (Nightmares) (12-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Resistance +11% mind Mind save +5 (+2 eff.) other ------- Psi/turn +0.30 Max psi +18.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating pulsing mindstar of balance (Corpses) (13-14 power, 32 apr, nature damage) resonating pulsing mindstar of balance (Corpses) (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Resonance +11% Damage +6% mind Ignore resists +5% mind defense ------ Resistance +5% mind Physical save +5 (+3 eff.) Spell save +4 (+2 eff.) Mind save +5 (+2 eff.) other ------- EQ when Hit +1.00 Psi when Hit +1.10 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Poltergeist's Corpsebow (Misfortune) Poltergeist's Corpsebow (Misfortune)4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+5 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 11 defense ------ Armor +2 Resistance +2% all Disease Resist +50% Curse of Misfortune A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
ash longbow 'Gloomtickler' (Misfortune) ash longbow 'Gloomtickler' (Misfortune)4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +20 acid While equipped: Stats +5 Dex offense ------ Damage +9% darkness Ignore resists +20% darkness When Hit 6 darkness On-Hit (Ranged): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +18% darkness Curse of Misfortune Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbow of dexterity (+5) (Madness) mage-hunter's ash longbow of dexterity (+5) (Madness)4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Dex +5 Wil +3 Cun offense ------ Mindpower +11 (+2 eff.) Ignore resists +9% physical On-Hit (Ranged): * 12 arcane resource burn other ------- Masteries +0.30 Wild-gift/Antimagic Curse of Madness Longbows are used to shoot arrows at your foes. |
keeper's yew longbow of fire (Shrouds) keeper's yew longbow of fire (Shrouds)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +9 fire While equipped: offense ------ Damage +20% temporal +17% physical +15% fire Ignore resists +11% physical +11% temporal other ------- Cooldown Arrow Stitching -1 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
mage-hunter's yew longbow of true flight (Misfortune) mage-hunter's yew longbow of true flight (Misfortune)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +14.0% Mindpower +12 (+3 eff.) Accuracy +15 (+15 eff.) On-Hit (Ranged): * 17 arcane resource burn other ------- Masteries +0.15 Wild-gift/Antimagic Curse of Misfortune Longbows are used to shoot arrows at your foes. |
runic yew longbow of piercing (Nightmares) runic yew longbow of piercing (Nightmares)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: 10% Arcane Vortex level 3 While equipped: Stats +6 Mag offense ------ Spellpower +15 (+8 eff.) Damage +11% arcane Ignore resists +14% all Accuracy +18 (+17 eff.) Ignore Armor +11 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
steady yew longbow of piercing (Nightmares) steady yew longbow of piercing (Nightmares)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Physical Crit +3.0% Ignore resists +15% all Accuracy +28 (+22 eff.) Ignore Armor +12 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
penetrating cured leather sling of cunning (+4) (Shrouds) penetrating cured leather sling of cunning (+4) (Shrouds)4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +4 Cun offense ------ Ignore resists +16% physical Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
enhanced stralite steamgun of true flight (Nightmares) enhanced stralite steamgun of true flight (Nightmares)4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +7 Str +3 Dex +7 Mag +7 Wil +5 Cun +3 Con offense ------ Physical Crit +6.0% Accuracy +9 (+9 eff.) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of piercing (Misfortune) voratun steamgun of piercing (Misfortune)4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +13 (+13 eff.) Ignore Armor +6 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of ash arrows (18/18, 30-41 power, 7 apr) barbed quiver of ash arrows (18/18, 30-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Master Weapon Damage 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 18 On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
elemental quiver of elven-wood arrows of amnesia (20/22, 40-56 power, 14 apr) elemental quiver of elven-wood arrows of amnesia (20/22, 40-56 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Arcane/Psionic Weapon Damage 40.0 - 56.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 22 On Hit: * Create an explosion dealing 32 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
deadly pouch of stralite shots of grasping (18/18, 51-61 power, 5 apr) deadly pouch of stralite shots of grasping (18/18, 51-61 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Nature/Master Weapon Damage 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 251 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of amnesia (18/18, 44-53 power, 5 apr) psychokinetic pouch of stralite shots of amnesia (18/18, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego++] Psionic Weapon Damage 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 18 On-ranged-hit +25 physical On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 251 physical damage Shots are used with slings to pummel your foes to death. |
living steel shield of acid resistance (+12%) (Misfortune) (0 def, 4 armour, 39.5 block) living steel shield of acid resistance (+12%) (Misfortune) (0 def, 4 armour, 39.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +12% blight +12% nature +18% acid Life +55.00 other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
swashbuckler's stralite shield of crushing (Misfortune) (0 def, 8 armour, 139 block) swashbuckler's stralite shield of crushing (Misfortune) (0 def, 8 armour, 139 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +5 Dex offense ------ Physical Crit +9.0% Physical Power +7 (+3 eff.) Accuracy +10 (+10 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
Tempestspike the woollen robe (Corpses) (10 def, 0 armour) Tempestspike the woollen robe (Corpses) (10 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Con offense ------ Critical power +5.00% Damage +16% light Ignore resists +25% lightning Ignore Armor +4 When Hit 4 physical defense ------ Defense +10 (+5 eff.) Resistance +12% blight +24% light +9% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of Linaniil (Madness) (0 def, 0 armour) mindwoven woollen robe of Linaniil (Madness) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Spell Crit +8% Mind Crit +2% Spellpower +15 (+8 eff.) Mindpower +3 (+0 eff.) defense ------ Resistance +9% all Mind save +16 (+6 eff.) other ------- Mana/turn +0.10 Max mana +50.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (Misfortune) (0 def, 0 armour) ancient silk robe of power (Misfortune) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +10 (+5 eff.) Damage +13% temporal +14% physical +9% all Ignore resists +7% temporal +8% physical defense ------ Resistance +13% all Anomaly Control +10 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (Misfortune) (0 def, 0 armour) silk robe of life (Misfortune) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +9% blight +13% all Life +50.00 Life Regen +3.10 Healmod +17% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of the mind (+14%) (Madness) (0 def, 0 armour) stargazer's silk robe of the mind (+14%) (Madness) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun offense ------ Spell Crit +7% Spellpower +7 (+4 eff.) Damage +17% light +13% darkness +14% mind defense ------ Resistance +14% mind +13% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of Angolwen (Corpses) (0 def, 0 armour) timebroken silk robe of Angolwen (Corpses) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spell Crit +4% Spellpower +18 (+9 eff.) Spellpower/crit +4 Damage +16% arcane +14% temporal defense ------ Resistance +13% all Silence Resist +36% other ------- Max mana +42.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of alchemy (Nightmares) (0 def, 0 armour) tormentor's silk robe of alchemy (Nightmares) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun offense ------ Critical power +14.00% Damage +7% acid +9% physical +10% fire +9% cold defense ------ Resistance +10% acid +13% physical +10% fire +13% cold +13% all other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 Cooldown Refit Golem -3 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's rough leather armour (Corpses) (6 def, 5 armour) duelist's rough leather armour (Corpses) (6 def, 5 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +5 Defense +6 (+3 eff.) Fatigue +6% Curse of Corpses A suit of armour made of leather. |
Torchwreath (Shrouds) (6 def, 4 armour) Torchwreath (Shrouds) (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Rare] Arcane While equipped: Stats +2 Str offense ------ Damage +15% fire Ignore resists +25% fire When Hit 8 arcane defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% arcane +3% physical Spell save +12 (+5 eff.) other ------- Max stamina +30.00 Curse of Shrouds A suit of armour made of leather. |
Umbrascar the cured leather armour (Misfortune) (6 def, 4 armour) Umbrascar the cured leather armour (Misfortune) (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Rare] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +12% darkness +6% temporal When Hit 10 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 30% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% temporal Curse of Misfortune A suit of armour made of leather. |
enlightening cured leather armour of the deep (Nightmares) (6 def, 5 armour) enlightening cured leather armour of the deep (Nightmares) (6 def, 5 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +5 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% acid +7% cold Mind save +13 (+5 eff.) other ------- Breathe water Curse of Nightmares A suit of armour made of leather. |
enlightening reinforced leather armour (Shrouds) (12 def, 7 armour) enlightening reinforced leather armour (Shrouds) (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Mind save +15 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
prismatic dwarven-steel mail armour of cold resistance (Shrouds) (3 def, 8 armour) prismatic dwarven-steel mail armour of cold resistance (Shrouds) (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +18% cold +13% light +14% darkness Curse of Shrouds A suit of armour made of mail. |
rejuvenating stralite mail armour of lightning resistance (Shrouds) (4 def, 8 armour) rejuvenating stralite mail armour of lightning resistance (Shrouds) (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +21% lightning Life Regen +3.90 other ------- Stamina/turn +0.90 Curse of Shrouds A suit of armour made of mail. |
stralite mail armour of delving (Madness) (4 def, 8 armour) stralite mail armour of delving (Madness) (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +6 Str defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +14% darkness +9% physical other ------- Light +2 Curse of Madness Track: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Layasebrema (Misfortune) (0 def, 13 armour) Layasebrema (Misfortune) (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Random Unique] Arcane/Master While equipped: Stats +20 Str +3 Dex +13 Mag +12 Wil +2 Con offense ------ Physical Crit +15.0% Spell Crit +14% Mind Crit +14% Physical Power +45 (+18 eff.) Spellpower +31 (+16 eff.) Mindpower +36 (+9 eff.) Spellpower/crit +4 Damage +6% arcane Ignore Armor +3 defense ------ Armor +13 Fatigue +22% Resistance +28% lightning Life +68.00 other ------- Mana/turn +0.04 Curse of Misfortune A suit of armour made of metal plates. |
Adanor the Umbrathorn (Madness) Adanor the Umbrathorn (Madness)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+1 eff.) Damage +9% acid +3% darkness Ignore resists +15% darkness When Hit 4 acid defense ------ Resistance +3% darkness Mind save +6 (+2 eff.) Curse of Madness A belt that goes around your waist. |
grounding hardened leather belt of life (Corpses) grounding hardened leather belt of life (Corpses)1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +8% temporal Life Regen +1.30 Healmod +14% Curse of Corpses A belt that goes around your waist. |
noble's hardened leather belt (Corpses) noble's hardened leather belt (Corpses)1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil offense ------ Against +15% Summoned defense ------ Resist Against +21% Summoned Curse of Corpses A belt that goes around your waist. |
linen cloak 'Blastpain' (Madness) (1 def, 0 armour) linen cloak 'Blastpain' (Madness) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +1 Cun offense ------ When Hit 8 lightning defense ------ Defense +1 (+1 eff.) other ------- Light +3 Infravision +2 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. |
fleetfooted pair of hardened leather boots of spellbinding (Madness) (6 def, 3 armour) fleetfooted pair of hardened leather boots of spellbinding (Madness) (6 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +7 Dex +3 Mag defense ------ Armor +3 Defense +6 (+3 eff.) other ------- Spell cooldown 10% Curse of Madness A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (Shrouds) (0 def, 3 armour) stealthy pair of hardened leather boots of tirelessness (Shrouds) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +7 Lck +5 Dex defense ------ Armor +3 Stealth +6 other ------- Stamina/turn +0.60 Max stamina +14.00 Curse of Shrouds A pair of boots made of leather. |
Cyruwe the Rootspiker (Nightmares) (5 def, 13 armour) Cyruwe the Rootspiker (Nightmares) (5 def, 13 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Critical power +15.00% Mindpower +5 (+1 eff.) Ignore resists +14% darkness +15% temporal On-Hit (Melee): * 10% chance to slow global speed by 65% defense ------ Armor +13 Defense +5 (+3 eff.) Resistance +16% darkness +19% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% other ------- Max hate +2.00 Infravision +2 Curse of Nightmares Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Mintir the Chilltouch (Shrouds) (0 def, 3 armour) Mintir the Chilltouch (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +5 (+1 eff.) Damage +3% mind defense ------ Armor +3 Fatigue +2% Resistance +3% acid +6% cold Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of rushing (Nightmares) (0 def, 4 armour) scholar's pair of dwarven-steel boots of rushing (Nightmares) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Con offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +4 Fatigue +3% Curse of Nightmares Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 8 Cooldown: 23 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. |
undeterred pair of dwarven-steel boots of massiveness (Misfortune) (0 def, 4 armour) undeterred pair of dwarven-steel boots of massiveness (Misfortune) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +8% physical defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +30% Stun Resist +29% other ------- Size +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of strength (+2) (Madness) (0 def, 1 armour) =str= steady rough leather gloves of strength (+2) (Madness) (0 def, 1 armour) =str=1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +6 (+6 eff.) defense ------ Armor +1 Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Goryleg (Nightmares) (0 def, 2 armour) =crit= Goryleg (Nightmares) (0 def, 2 armour) =crit=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Cun +2 Wil offense ------ Physical Crit +14.0% Spell Crit +10% Mind Crit +10% Critical power +29.00% When Hit 10 mind defense ------ Armor +2 other ------- EQ when Hit +0.12 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. |
hardened leather gloves 'Emodabrelle' (Shrouds) (0 def, 2 armour) hardened leather gloves 'Emodabrelle' (Shrouds) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Str +4 Dex +5 Mag +4 Con offense ------ Critical power +20.00% Damage +6% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
Elitira the Cloudknave (Corpses) (0 def, 2 armour) Elitira the Cloudknave (Corpses) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 darkness Damage +27% lightning +7% darkness +18% light When Hit 10 lightning 6 fire defense ------ Armor +2 Fatigue +3% Resistance +9% darkness +12% fire 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. |
starseer's cashmere wizard hat of darkness (+18%) (Shrouds) (2 def, 0 armour) starseer's cashmere wizard hat of darkness (+18%) (Shrouds) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +18% darkness +9% temporal +6% light +5% physical defense ------ Defense +2 (+1 eff.) Resistance +18% darkness Curse of Shrouds A pointy cloth hat, very wizardly... |
grounding rough leather cap of the depths (Madness) (0 def, 1 armour) =water= grounding rough leather cap of the depths (Madness) (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% cold +5% temporal other ------- Breathe water Curse of Madness A cap made of leather. |
Drolagorn (Corpses) (0 def, 3 armour) Drolagorn (Corpses) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Mindpower +15 (+3 eff.) Damage +6% mind When Hit 10 mind defense ------ Armor +3 Fatigue +3% Resistance +17% cold other ------- Psi when Hit +0.12 Hate-on-crit +3.00 Breathe water Curse of Corpses A cap made of leather. |
defender's hardened leather cap of constitution (+4) (Corpses) (6 def, 9 armour) defender's hardened leather cap of constitution (+4) (Corpses) (6 def, 9 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Con defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +3% Resistance +4% all Physical save +8 (+4 eff.) Curse of Corpses A cap made of leather. |
Liselaith (Shrouds) (0 def, 4 armour) Liselaith (Shrouds) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Wil +4 Cun offense ------ Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Resistance +8% fire +7% cold Physical save +6 (+3 eff.) Mind save +8 (+3 eff.) Unlife -80.00 life Life +40.00 Healmod +15% other ------- Light +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate 11 agate0.0 Encumbrance 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. |
14 spinel 14 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 Encumbrance 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. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance 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. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
656 alchemist agate 656 alchemist agate0.0 Encumbrance 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. |
iron pickaxe 'Magmatitan' (dig speed 19 turns) iron pickaxe 'Magmatitan' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Mind Crit +2% Damage +3% fire Ignore resists +20% cold When Hit 4 cold defense ------ Resistance +3% fire Life +22.00 other ------- Psi when Hit +0.04 Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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) Rod of Recall (1/1)2.0 Encumbrance 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. |
Blastrain [power 170] (25 cooldown) Blastrain [power 170] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Mag +2 Wil offense ------ Damage +12% lightning Ignore resists +25% mind other ------- EQ when Hit +0.16 Infravision +3 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 430 Base Damage: 199 Armor: 18 All Resist: 4 Puts all charms on 25 turn cooldown 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
Xanovea [power 200] (15 cooldown) Xanovea [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Mind Crit +3% defense ------ Mind save +18 (+6 eff.) other ------- Max hate +6.00 Infravision +3 See Invisibility +24 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Zendoomed the Yeek Doomed level 20
52nd Dusk 122nd year of Ascendancy at 06:10 see stats
By Zendoomed the Yeek Doomed level 22
70th Dusk 122nd year of Ascendancy at 16:50 see stats
By Zendoomed the Yeek Doomed level 29
41st Haze 122nd year of Ascendancy at 12:12 see stats
By Zendoomed the Yeek Doomed level 24
2nd Haze 122nd year of Ascendancy at 13:40 see stats
By Zendoomed the Yeek Doomed level 23
1st Time of Equilibrium 122nd year of Ascendancy at 17:42 see stats
By Zendoomed the Yeek Doomed level 10
1st Summertide 122nd year of Ascendancy at 06:52 see stats
By Zendoomed the Yeek Doomed level 20
38th Dusk 122nd year of Ascendancy at 00:00 see stats
By Zendoomed the Yeek Doomed level 30
43rd Haze 122nd year of Ascendancy at 17:34 see stats
By Zendoomed the Yeek Doomed level 21
57th Dusk 122nd year of Ascendancy at 09:31 see stats
By Zendoomed the Yeek Doomed level 31
53rd Haze 122nd year of Ascendancy at 10:30 see stats
By Zendoomed the Yeek Doomed level 10
3rd Summertide 122nd year of Ascendancy at 03:47 see stats
By Zendoomed the Yeek Doomed level 32
64th Haze 122nd year of Ascendancy at 20:50 see stats
By Zendoomed the Yeek Doomed level 13
10th Dusk 122nd year of Ascendancy at 21:53 see stats
By Zendoomed the Yeek Doomed level 27
12nd Haze 122nd year of Ascendancy at 21:51 see stats
By Zendoomed the Yeek Doomed level 16
23rd Dusk 122nd year of Ascendancy at 16:39 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a next level here (press '' or right click to use).
Ran for 47 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a previous level here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Shadow casts Phase Door.
Your summoned shadow disappears.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a next level here (press '' or right click to use).
Ran for 51 turns (stop reason: at exit).