Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Allow Respec Anywhere 1.2.3Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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 1.5.5Quality 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. Items Vault 1.5.0Donators/Buyers bonus! Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Exponential Leveling Based More Points 1.4.3 Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 36 / 18% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 178.75899275263 (base 60) |
Dexterity | 97.517985505251 (base 60) |
Constitution | 105.51798550525 (base 60) |
Magic | 79.758992752626 (base 60) |
Willpower | 105.51798550525 (base 60) |
Cunning | 126.51798550525 (base 60) |
Resources
Hate | 100/100 |
Equilibrium | 83 |
Life | 11304/12650 |
Stamina | 1149/1149 |
Psi | 891/891 |
Healing Factor | 1.6600276780303 |
Regeneration | 127.29092235136 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +572.28100929126% |
Spell | +200% |
Global | +319.8% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 86.421901743511 |
See Invisible | 95.939887248763 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 279 |
Accuracy | 69 |
Crit Chance | 91% |
APR | 54 |
Speed | 0.33 |
Offense: Offhand
Damage | 155 |
Accuracy | 69 |
Crit Chance | 98% |
APR | 60 |
Speed | 0.33 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 77% |
Speed | 0.33333333333333 |
Cooldown Reduction | 68.25 |
Offense: Mind
Mindpower | 112 |
Crit Chance | 77% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +78% |
Blight | +78% |
Arcane | +78% |
Cold | +118% |
All | +8% |
Mind | +78% |
Lightning | +78% |
Light | +78% |
Temporal | +78% |
Physical | +132% |
Darkness | +78% |
Fire | +78% |
Nature | +88% |
Offense: Damage Penetration
Acid | +80% |
Blight | +70% |
Arcane | +70% |
Cold | +84% |
Lightning | +70% |
Darkness | +70% |
Light | +75% |
Temporal | +70% |
Physical | +70% |
Mind | +70% |
Fire | +75% |
Nature | +90% |
Defense: Base
Armour (hardiness) | 50 (100%) |
Defense | 75 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 156 |
Spell Save | 152 |
Mental Save | 154 |
Defense: Resistances
Acid | + 96%(100%) |
Blight | + 95%(100%) |
Arcane | + 96%(100%) |
Cold | + 98%(100%) |
All | + 85%(100%) |
Mind | + 97%(100%) |
Lightning | + 96%(100%) |
Light | + 96%(100%) |
Temporal | + 95%(100%) |
Physical | + 97%(100%) |
Darkness | + 98%(100%) |
Fire | + 98%(100%) |
Nature | + 97%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 50% |
Fear Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Wild Growth |
talent | Surge |
talent | Lacerating Strikes |
talent | Stalk |
talent | Daunting Presence |
talent | Lucid Dreamer |
talent | Antimagic Shield |
talent | Skate |
talent | Elemental Harmony |
talent | Gloom |
talent | Psiblades |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.8)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: vermin / oozes with 100% effectiveness. Kills: 74 / 127 kills, Damage: +15% / +34%, Attack: +6 / +15, Stun: -- / 6.9%, Outmaneuver: 9.0% / 22.4% Predator |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 38% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is mimicking a previous victim. (+10 Strength, +7 Dexterity, +1 Magic, +2 Willpower, +1 Cunning, +1 Constitution) Mimic |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +15 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 14% 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. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 8.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +18 Defense, +9 Ranged Defense Power 2+: -1 Luck, +17 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+57% chance to avoid traps). Power 4+: Unfortunate End: There is a 42% chance that the damage you deal will increase by 41% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured psion to the recall portal on level 1 of Dreadfell. Escort: injured psion (level 1 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost tinker from death by skeleton assassin. Escort: lost tinker (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 260. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Quiver | Hornet Stingers (Corpses) (20/20, 117% power, 10 apr) Hornet Stingers (Corpses) (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 70% Wil, 50% Mag, 42% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns Curse of Corpses A vile poison drips from the tips of these arrows. |
On hands | Cloudbiter the hardened leather gloves (Corpses) (0 def, 2 armour) Cloudbiter the hardened leather gloves (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +11 Str +4 Dex +4 Cun ----- def ----- Armour +2 Fatigue -4% Phys.save +10 (+1 eff.) ---------- misc Light +3 Cooldown Double Strike -1 Unarmed combat: Power 115% Range: 1.1x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +10.0% Atk.spd 100% Melee+ +16 lightning On Hit: 10% Set Up 3 On Hit: * 40% chance to daze at end of turn Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | brass lantern 'Zothad' (Madness) brass lantern 'Zothad' (Madness)2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +5 Con dps ---------- Res.pen +10% acid ----- def ----- Max.HP +43.00 ---------- misc Light +2 Infravis +2 Telepathy Humanoid/Orc Curse of Madness 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 | Steel Helm of Garkul (Misfortune) (0 def, 6 armour) Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | Frost Treads (Misfortune) (1 def, 4 armour) Frost Treads (Misfortune) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | Ce'Nodhelle (Nightmares) [power 110] (12 cooldown) Ce'Nodhelle (Nightmares) [power 110] (12 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +12% physical Acc +10 (+2 eff.) ----- def ----- Armour +4 Die.at -60.00 life Max.HP +50.00 ---------- misc Stam/turn +1.00 Curse of Nightmares Heal a target within range 10 (based on Willpower) for 110 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's stralite ring of life (Nightmares) titan's stralite ring of life (Nightmares)0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+1 eff.) Max.HP +63.00 HP.reg +1.10 Heal.mod +14% Curse of Nightmares Rings can have magical properties. |
On fingers | Bloodcaller (Madness) Bloodcaller (Madness)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% Curse of Madness You won the Ring of Blood trial, and this is your reward. |
Around neck | Daneth's Neckguard (Nightmares) Daneth's Neckguard (Nightmares)2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Curse of Nightmares Juggernaut: (Instant) Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | voratun battleaxe 'Satyrhunger' (Misfortune) (169% power, 4 apr) voratun battleaxe 'Satyrhunger' (Misfortune) (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 169% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +8 light On Crit.r2 +23 ice On Hit: * 25% chance to put talents on cooldown While equipped: Stats +6 Str dps ---------- Dmg.mod +20% physical Res.pen +14% cold +5% light +5% nature Acc +16 (+3 eff.) Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +14 ---------- misc Stam/ret +3.00 Curse of Misfortune Massive two-handed battleaxes. |
Around waist | Rope Belt of the Thaloren (Misfortune) Rope Belt of the Thaloren (Misfortune)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Misfortune The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Icy Kill (Misfortune) (143% power, 10 apr) Icy Kill (Misfortune) (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 67% Wil, 27% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Curse of Misfortune As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | Serpentine Cloak (Shrouds) (10 def, 0 armour) Serpentine Cloak (Shrouds) (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Curse of Shrouds Phase Door: Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 14 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Main armor | Helltitan the cured leather armour (Misfortune) (2 def, 4 armour) Helltitan the cured leather armour (Misfortune) (2 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +2 Res.pen +5% fire Melee Ret 8 blight ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +15% fire Mind.save +14 (+2 eff.) ---------- misc Max.vim +50.00 Curse of Misfortune A suit of armour made of leather. |
Inventory
Rune of the Rift (572.07 temporal damage, removed from time 4 turns) Rune of the Rift (572.07 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 4 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 1018.29 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs (Shrouds) Withering Orbs (Shrouds)0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds 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... |
mindweaver's copper amulet of dexterity (+3) (Madness) mindweaver's copper amulet of dexterity (+3) (Madness)0.1 T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Dex +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +11% Curse of Madness Amulets can have magical properties. |
Brenugas (Madness) Brenugas (Madness)0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Cun dps ---------- Crit.mult +25.00% Mind.pwr +8 (+1 eff.) Res.pen +10% mind ----- def ----- Mind.save +30 (+4 eff.) Curse of Madness Amulets can have magical properties. |
Mirror Shards (Misfortune) Mirror Shards (Misfortune)0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Curse of Misfortune Create a reflective shield (50% reflection rate, 308 strength, based on Magic) for 5 turns. Uses 15 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
serendipitous gold amulet of cunning (+7) (Shrouds) serendipitous gold amulet of cunning (+7) (Shrouds)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +4 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 13% Curse of Shrouds Amulets can have magical properties. |
warrior's gold amulet of cunning (+6) (Nightmares) warrior's gold amulet of cunning (+6) (Nightmares)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Curse of Nightmares Amulets can have magical properties. |
Porerithra (Madness) Porerithra (Madness)0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Con ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Resists +6% lightning +3% temporal +21% light +6% blight +24% darkness Phys.save +24 (+3 eff.) Max.HP +119.00 HP.reg +3.80 Blind- +30% Confus- +10% Curse of Madness Amulets can have magical properties. |
rogue's copper ring (Madness) rogue's copper ring (Madness)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Curse of Madness Rings can have magical properties. |
Nightsong (Nightmares) Nightsong (Nightmares)0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Curse of Nightmares Dark Tendrils: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 71 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate (Madness) Wheel of Fate (Madness)0.1 T2 ring jewelry [Unique] Arcane While equipped: Curse of Madness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's steel ring of corrosion (+24%) (Madness) warrior's steel ring of corrosion (+24%) (Madness)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +6 Resists +24% acid Curse of Madness Rings can have magical properties. |
Elemental Fury (Shrouds) Elemental Fury (Shrouds)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Bolbum's Big Knocker (Corpses) (176% power, 10 apr, physical element) Bolbum's Big Knocker (Corpses) (176% power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Curse of Corpses Channel Staff: Level 2.0 Pwr.cost 6 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Plague-Fire Sceptre (Shrouds) (127% power, 4 apr, physical element) Plague-Fire Sceptre (Shrouds) (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+4 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Shrouds Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Arcane Supremacy (Misfortune) (120% power, 4 apr, physical element) Staff of Arcane Supremacy (Misfortune) (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Misfortune Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Destruction (Shrouds) (120% power, 4 apr, fire element) Staff of Destruction (Shrouds) (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 Curse of Shrouds This unique-looking staff is carved with runes of destruction. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 150% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+3 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 600 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Dagidohor (Madness) (151% power, 3 apr) Dagidohor (Madness) (151% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Nature Power 152% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +24 nature +23 temporal While equipped: Stats +7 Cun dps ---------- Crit.mult +10.00% ----- def ----- Resists +5% arcane +6% lightning ---------- misc Equi/ret +0.16 Hate/m.crit +3.00 Curse of Madness Massive two-handed battleaxes. |
Bill's Tree Trunk (Misfortune) (136% power, 7 apr) Bill's Tree Trunk (Misfortune) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 118% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (Misfortune) (139% power, 6 apr) Tirakai's Maul (Misfortune) (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 112% Wil, 60% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Curse of Misfortune Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Astelrid's Clubstaff (Corpses) (156% power, 4 apr) Astelrid's Clubstaff (Corpses) (156% power, 4 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 156% Range: 1.5x Uses 100% Wil, 90% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Curse of Corpses Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Obliterator (Shrouds) (159% power, 10 apr) Obliterator (Shrouds) (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% Curse of Shrouds This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
dwarven-steel greatmaul 'Ulilen' (Corpses) (150% power, 2 apr) dwarven-steel greatmaul 'Ulilen' (Corpses) (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 151% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 46 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% light +9% nature +6% mind +5% arcane Spell.save +3 (+0 eff.) Curse of Corpses Massive two-handed mauls. |
Nimbusgore (Misfortune) (165% power, 3 apr) Nimbusgore (Misfortune) (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 166% Range: 1.5x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 lightning +24 fire +8 arcane On Crit.r2 +16 lightning While equipped: dps ---------- Dmg.mod +6% arcane +12% lightning Res.pen +20% arcane ----- def ----- Resists +5% arcane Curse of Misfortune Massive two-handed mauls. |
Genocide (Corpses) (152% power, 4 apr) Genocide (Corpses) (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 112% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Crooked Club (Shrouds) (129% power, 4 apr) Crooked Club (Shrouds) (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+2 eff.) Curse of Shrouds Battle Call: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
truestriking iron waraxe of projection (Nightmares) (103% power, 2 apr) truestriking iron waraxe of projection (Nightmares) (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego++] Master/Psionic Power 104% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +6% physical Acc +6 (+1 eff.) Apr +6 Curse of Nightmares One-handed war axes. |
Unerring Scalpel (Corpses) (111% power, 25 apr) Unerring Scalpel (Corpses) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 67% Wil, 50% Mag, 33% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
truestriking iron dagger (Corpses) (100% power, 5 apr) truestriking iron dagger (Corpses) (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 100% Range: 1.3x Uses 67% Wil, 50% Mag, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +4% physical Acc +5 (+1 eff.) Apr +5 Curse of Corpses Sharp, short and deadly. |
Silent Blade (Misfortune) (129% power, 10 apr) Silent Blade (Misfortune) (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 61% Wil, 50% Mag, 33% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (Shrouds) (120% power, 10 apr) Spellblaze Shard (Shrouds) (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 67% Wil, 50% Mag, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (Madness) (129% power, 10 apr) Umbral Razor (Madness) (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 67% Wil, 60% Mag, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Curse of Madness Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 299.05 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spelldrinker (Madness) (132% power, 8 apr) Spelldrinker (Madness) (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 67% Wil, 33% Cun, 55% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+1 eff.) Curse of Madness Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (Corpses) (129% power, 20 apr) Swordbreaker (Corpses) (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+2 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
chilling dwarven-steel dagger of the mystic (Misfortune) (122% power, 7 apr) chilling dwarven-steel dagger of the mystic (Misfortune) (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 122% Range: 1.3x Uses 67% Wil, 50% Mag, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 cold While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+1 eff.) Curse of Misfortune Sharp, short and deadly. |
thunderous dwarven-steel dagger of massacre (Shrouds) (127% power, 7 apr) thunderous dwarven-steel dagger of massacre (Shrouds) (127% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 127% Range: 1.3x Uses 67% Wil, 50% Mag, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 8% chance to daze at end of turn While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +1 Cun +2 Con dps ---------- Res.pen +7% lightning Curse of Shrouds Sharp, short and deadly. |
Serpent's Glare (Shrouds) (91% power, 15 apr, nature damage) Serpent's Glare (Shrouds) (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Shrouds Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 386.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Xera (Misfortune) (83% power, 18 apr, nature damage) Xera (Misfortune) (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +30% While equipped: Stats +3 Cun +4 Str dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) ---------- misc Stam/turn +0.80 Telepathy Dragon Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (Corpses) (100% power, 24 apr, lightning damage) Charged Focus (Corpses) (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+1 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Corpses Electrical energies are focussed in the core of this mindstar. |
Focus Whip (Madness) (118% power, 7 apr) Focus Whip (Madness) (118% power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 119% Range: 1.1x Uses 60% Wil, 52% Cun, 50% Mag Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Curse of Madness Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 6 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Scumpain the yew longbow (Misfortune) Scumpain the yew longbow (Misfortune)4.0 T3 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: 10% Arcane Vortex 3 On Hit: * Slows global speed by 20% * 40% chance to corrode armour by 30% While equipped: Stats +5 Str +2 Mag dps ---------- Phys.pwr +15 (+1 eff.) Spell.pwr +14 (+2 eff.) Dmg.mod +6% acid +18% physical +15% arcane Res.pen +5% acid +18% physical ----- def ----- Resists +3% nature Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Belomina the Shineglamour (Misfortune) (18/18, 142% power, 10 apr) Belomina the Shineglamour (Misfortune) (18/18, 142% power, 10 apr)3.0 T3 arrow ammo [Rare] Disrupt Power 142% Range: 1.4x Uses 70% Wil, 42% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +12 light +12 mind On Hit.r1 +8 light +12 mind On Crit.r2 +4 light On Hit: * 40% chance to blind * Slows global speed by 15% * leeches stamina from the target Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Daganarichik' (Nightmares) (22/22, 155% power, 14 apr) quiver of elven-wood arrows 'Daganarichik' (Nightmares) (22/22, 155% power, 14 apr)3.0 T4 arrow ammo [Rare] Nature Power 155% Range: 1.4x Uses 70% Wil, 42% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +68 insidious poison +28 arcane +12 blight On Hit.r1 +16 arcane On Crit.r2 +8 arcane On Hit: * 40% chance to cause random gloom Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Shadeviper' (Corpses) (21/21, 155% power, 14 apr) quiver of elven-wood arrows 'Shadeviper' (Corpses) (21/21, 155% power, 14 apr)3.0 T4 arrow ammo [Rare] Disrupt Power 155% Range: 1.4x Uses 70% Wil, 42% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +12 mind Against +38% Unnatural On Hit.r1 +24 darkness +12 mind On Crit.r2 +16 mind On Hit: * 40% chance to inflict 15% damage reduction * disrupts spell-casting Curse of Corpses Arrows are used with bows to pierce your foes to death. |
Chargeglory (Madness) (20/39, 119% power, 2 apr) Chargeglory (Madness) (20/39, 119% power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 120% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 39 Ranged+ +24 lightning On Hit.r1 +20 light +12 lightning On Hit: * 40% chance to blind * 40% chance to daze at end of turn While equipped: ---------- misc Reload +2 Curse of Madness Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (Nightmares) (20/20, 125% power, 2 apr) pouch of steel shots of accuracy (Nightmares) (20/20, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 125% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +2 Crit +4.5% Capacity 20 Curse of Nightmares Shots are used with slings to pummel your foes to death. |
Deepscutter the pouch of dwarven-steel shots (Madness) (15/15, 138% power, 3 apr) Deepscutter the pouch of dwarven-steel shots (Madness) (15/15, 138% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 138% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 15 Ranged+ +16 lightning +29 physical +8 darkness On Hit.r1 +12 darkness +16 lightning On Crit.r2 +16 darkness On Hit: * 10% chance to knock the target back Curse of Madness Shots are used with slings to pummel your foes to death. |
Xeredhethra (Shrouds) (20/20, 153% power, 5 apr) Xeredhethra (Shrouds) (20/20, 153% power, 5 apr)3.0 T4 shot ammo [Rare] Arcane Power 154% Range: 1.2x Uses 40% Wil, 50% Mag, 92% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Rld cld 2 Ranged+ +4 acid +28 mind On Hit.r1 +8 mind +8 acid On Crit.r2 +12 mind +4 acid On Hit: * 40% chance to corrode armour by 30% Curse of Shrouds Shots are used with slings to pummel your foes to death. |
Coral Spray (Misfortune) (8 def, 8 armour, 48 block) Coral Spray (Misfortune) (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 60 block) Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 60 block)7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. |
Robe of Force (Misfortune) (12 def, 8 armour) Robe of Force (Misfortune) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical Phys.save +10 (+1 eff.) Curse of Misfortune Send out a range 5 beam of kinetic energy, dealing 171.39 to 214.24 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Radhomas the Prismbright (Shrouds) (2 def, 0 armour) Radhomas the Prismbright (Shrouds) (2 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +9% acid +6% light Melee Ret 8 acid On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.25 Psi/turn +0.19 Light +3 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (Madness) (12 def, 0 armour) Evermoss Robe (Madness) (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature Phys.save +15 (+2 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
volcanic rough leather armour of the deep (Misfortune) (1 def, 10 armour) volcanic rough leather armour of the deep (Misfortune) (1 def, 10 armour)9.0 T1 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +10 Defense +1 (+0 eff.) Fatigue +6% Resists +6% acid +12% fire +5% cold +10% physical ---------- misc Breathe water Curse of Misfortune A suit of armour made of leather. |
Nature's Blessing (Nightmares) (8 def, 6 armour) Nature's Blessing (Nightmares) (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+2 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Nightmares Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Islulaith the Obsidianblast (Madness) (4 def, 8 armour) Islulaith the Obsidianblast (Madness) (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Str +9 Wil +10 Cun +5 Con dps ---------- Mind.pwr +2 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +14% nature +15% blight Mind.save +17 (+2 eff.) Max.HP +57.00 Curse of Madness A suit of armour made of mail. |
Borfast's Cage (Madness) (10 def, 20 armour) Borfast's Cage (Madness) (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+2 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Madness Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Dazzlegrind the rough leather belt (Shrouds) Dazzlegrind the rough leather belt (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 15% chance to blind ----- def ----- Defense +9 (+2 eff.) Resists +15% light +6% darkness Stealth +6 ---------- misc Light +1 Curse of Shrouds A belt that goes around your waist. |
insulating rough leather belt of the giants (Shrouds) insulating rough leather belt of the giants (Shrouds)1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Resists +6% fire +6% cold Spell.save +5 (+1 eff.) ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
Mighty Girdle (Nightmares) Mighty Girdle (Nightmares)1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares 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. |
Mayitta (Madness) (1 def, 0 armour) Mayitta (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +9% acid HP.reg +0.20 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. |
pair of rough leather boots 'Firepain' (Shrouds) (0 def, 1 armour) pair of rough leather boots 'Firepain' (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +6% darkness +12% fire Stealth +7 Cut- +10% Silence- +10% Teleport- +25% Curse of Shrouds A pair of boots made of leather. |
pair of hardened leather boots 'Emida' (Shrouds) (0 def, 9 armour) pair of hardened leather boots 'Emida' (Shrouds) (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex ----- def ----- Armour +9 Fatigue +3% Resists +12% blight Phys.save +18 (+2 eff.) Stealth +8 Disease- +10% Cut- +10% Curse of Shrouds A pair of boots made of leather. |
Fists of the Desert Scorpion (Misfortune) (8 def, 4 armour) Fists of the Desert Scorpion (Misfortune) (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 64% Wil, 64% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Curse of Misfortune Mindhook: Level 3.2 Pwr.cost 10 out of 24/24. Range 5 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 5 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (Shrouds) (4 def, 5 armour) Spellhunt Remnants (Shrouds) (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+1 eff.) Unarmed combat: Power 134% Range: 1.4x Uses 64% Wil, 50% Mag, 64% Cun Dmg Physical Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: 100% Destroy Magic 4 On Hit: * 35 arcane resource burn Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Cloud Caller (Nightmares) (0 def, 0 armour) Cloud Caller (Nightmares) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Curse of Nightmares Call Lightning: Level 1.0 Pwr.cost 12 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 141.79 to 425.36 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Un'fezan's Cap (Nightmares) (1 def, 0 armour) Un'fezan's Cap (Nightmares) (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Curse of Nightmares Wormhole: Level 1.0 Pwr.cost 9 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Aletta's Diadem (Misfortune) (0 def, 0 armour) Aletta's Diadem (Misfortune) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Misfortune Psychic Lobotomy: Level 3.0 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 383.89 mind damage and cripples the target's higher mental functions, reducing cunning by 26 and confusing (39% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Bethetha (Shrouds) (0 def, 18 armour) Bethetha (Shrouds) (0 def, 18 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +7 Dex ----- def ----- Armour +18 Fatigue +4% Resists +3% light Crit.dmg- 10.00% Spell.save +6 (+1 eff.) Die.at -20.00 life Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
211 alchemist agate (Corpses) 211 alchemist agate (Corpses)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
Wintertide Phial (Misfortune) Wintertide Phial (Misfortune)2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Curse of Misfortune Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Radhytar (Corpses) Radhytar (Corpses)1.0 T3 lite [Rare] Disrupt While equipped: Stats +2 Cun +1 Dex ----- def ----- Resists +9% blight +12% lightning +3% all Spell.save +8 (+1 eff.) ---------- misc Light +3 See.Invis +15 Curse of Corpses A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of focus (Madness) alchemist's lamp of focus (Madness)1.0 T3 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% mind ---------- misc Light +3 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon (Corpses) Planar Beacon (Corpses)1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Curse of Corpses Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 297.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 297.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial (Corpses) Summertide Phial (Corpses)1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Curse of Corpses Call light (154 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cold Iron Acorn Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Tooth of the Mouth (Madness) (dig speed 12 turns) Tooth of the Mouth (Madness) (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig Curse of Madness A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (Nightmares) (dig speed 36 turns) iron pickaxe of endurance (Nightmares) (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (Misfortune) (dig speed 29 turns) miner's iron pickaxe (Misfortune) (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Cobraimmortal (Nightmares) (dig speed 8 turns) Cobraimmortal (Nightmares) (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +8% fire +8% mind +7% nature Melee Ret 4 nature On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +13% fire +6% darkness +18% nature Mind.save +8 (+1 eff.) While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Imp Claw (Nightmares) Imp Claw (Nightmares)2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Curse of Nightmares Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 380.57 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 817.94 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
The Jolt (Misfortune) The Jolt (Misfortune)2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. Curse of Misfortune This torque feels tingly to the touch, but seems to enhance your thinking. |
Lightbringer's Wand (Corpses) Lightbringer's Wand (Corpses)2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+2 eff.) ---------- misc Light +2 Curse of Corpses Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 236 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Anilbianc the Ogre Cursed level 33
60th Regrowth 123rd year of Ascendancy at 18:35 see stats
By Anilbianc the Ogre Cursed level 12
23rd Dusk 122nd year of Ascendancy at 18:09 see stats
By Anilbianc the Ogre Cursed level 10
9th Flare 122nd year of Ascendancy at 16:16 see stats
By Anilbianc the Ogre Cursed level 17
22nd Haze 122nd year of Ascendancy at 16:11 see stats
By Anilbianc the Ogre Cursed level 27
48th Regrowth 123rd year of Ascendancy at 17:02 see stats
By Anilbianc the Ogre Cursed level 28
56th Regrowth 123rd year of Ascendancy at 22:30 see stats
By Anilbianc the Ogre Cursed level 12
10th Flare 122nd year of Ascendancy at 19:56 see stats
By Anilbianc the Ogre Cursed level 10
9th Flare 122nd year of Ascendancy at 16:16 see stats
By Anilbianc the Ogre Cursed level 20
24th Haze 122nd year of Ascendancy at 04:43 see stats
By Anilbianc the Ogre Cursed level 30
57th Regrowth 123rd year of Ascendancy at 11:37 see stats
By Anilbianc the Ogre Cursed level 21
27th Haze 122nd year of Ascendancy at 13:26 see stats
By Anilbianc the Ogre Cursed level 23
11st Regrowth 123rd year of Ascendancy at 01:39 see stats
By Anilbianc the Ogre Cursed level 15
13rd Haze 122nd year of Ascendancy at 16:15 see stats
By Anilbianc the Ogre Cursed level 12
10th Flare 122nd year of Ascendancy at 19:47 see stats
By Anilbianc the Ogre Cursed level 6
5th Mirth 122nd year of Ascendancy at 08:43 see stats
By Anilbianc the Ogre Cursed level 30
57th Regrowth 123rd year of Ascendancy at 12:58 see stats
By Anilbianc the Ogre Cursed level 25
21st Regrowth 123rd year of Ascendancy at 10:13 see stats
By Anilbianc the Ogre Cursed level 4
75th Pyre 122nd year of Ascendancy at 10:47 see stats
By Anilbianc the Ogre Cursed level 2
74th Pyre 122nd year of Ascendancy at 19:47 see stats
By Anilbianc the Ogre Cursed level 32
60th Regrowth 123rd year of Ascendancy at 13:24 see stats
Log
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Anilbianc receives 430 healing.
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Anilbianc receives 430 healing.
--------------------------------
--------------------------------
Anilbianc has finished recovering.
Talent Subcutaneous Metallisation is ready to use.
--------------------------------
Talent Vitality is ready to use.
--------------------------------
Saving game...
Saving done.
Anilbianc deactivates Antimagic Shield.
Anilbianc deactivates Lucid Dreamer.
Anilbianc deactivates Gloom.
Anilbianc deactivates Skate.
Anilbianc deactivates Wild Growth.
Anilbianc deactivates Beyond the Flesh.
Anilbianc deactivates Stalk.
Anilbianc deactivates Lacerating Strikes.
Anilbianc deactivates Elemental Harmony.
Anilbianc deactivates Through The Crowd.
Anilbianc deactivates Surge.
Anilbianc deactivates Psiblades.
Anilbianc deactivates Daunting Presence.