











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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 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. Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 45 / 16% |
| Size | big |
| Lifes / Deaths | Killed by The Shade at level 6 on the 29th Voratun 122nd year of Ascendancy at 17:50 0 / 9Killed by Urkis, the High Tempest at level 20 on the 16th Dearth 122nd year of Ascendancy at 19:40 Killed by elven blood mage at level 24 on the 11st Loss 122nd year of Ascendancy at 23:20 Killed by ogre rune-spinner at level 24 on the 12nd Loss 122nd year of Ascendancy at 02:02 Killed by Grand Corruptor at level 29 on the 13rd Shortage 122nd year of Ascendancy at 00:27 Killed by orc necromancer at level 34 on the 24th Steel 123rd year of Ascendancy at 11:24 Killed by orc necromancer at level 34 on the 24th Steel 123rd year of Ascendancy at 12:41 Killed by Velokira the orc necromancer at level 34 on the 24th Steel 123rd year of Ascendancy at 12:44 Killed by nightmare horror at level 42 on the 23rd Stralite 123rd year of Ascendancy at 02:56 |
| Antimagic | Follower |
Primary Stats
| Strength | 149 (base 60) |
| Dexterity | 69 (base 49) |
| Constitution | 29 (base 11) |
| Magic | 19 (base 15) |
| Willpower | 87 (base 59) |
| Cunning | 32 (base 16) |
Resources
| Life | 1368/1368 |
| Hate | 84/115 |
| Stamina | 424/424 |
| Equilibrium | 50 |
| Healing Factor | 1.6161385995224 |
| Regeneration | 2.666628689212 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +122.64567560579% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 20 |
| See Invisible | 26.340449927278 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 256 |
| Accuracy | 61 |
| Crit Chance | 18% |
| APR | 13 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 61 |
| Crit Chance | 25% |
| APR | 27 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 6.3333333333333 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Cold | +22% |
| Blight | +16% |
| Physical | +38% |
| Mind | +10% |
| All | +4% |
Offense: Damage Penetration
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.292304923967 (100%) |
| Defense | 52 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 51 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 66%( 70%) |
| All | + 4%( 70%) |
| Mind | + 63%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 29%( 71%) |
| Darkness | + 26%( 79%) |
| Fire | + 7%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Knockback Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Stun Resistance | 74% |
| Poison Resistance | 28% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 695 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 427 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -676 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Elemental Harmony |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -2 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 11 air and an additional 5 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 5 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by storm drake hatchling. Escort: worried loremaster (level 7 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed wretchling eyeball. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (Shrouds) (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | watchleader's dwarven lantern of illusion1.0 T5 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +12 (+4 eff.) Phys.save +18 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Blind- +40% Confus- +30% ---------- misc Light +9 See.Stealth +20 See.Invis +18 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Duvyrim (Corpses) (0 def, 11 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Str dps ---------- Phys.crit +5.0% Phys.pwr +12 (+3 eff.) Dmg.mod +12% blight ----- def ----- Armour +11 Fatigue +5% Die.at -81.00 life Curse of Corpses A cap made of leather. |
| On hands | Spellhunt Remnants (Corpses) (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Curse of Corpses Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 184.08 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | psionicist's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +12 (+4 eff.) Max.HP +76.00 HP.reg +1.40 Heal.mod +25% Rings can have magical properties. |
| On fingers | voratun ring 'Glimmerrock'0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 25 bleed Ranged+ 18 bleed Dmg.mod +6% light +18% cold On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +6% acid +6% temporal +6% light +14% blight +45% cold +11% nature +3% fire Spell.save +9 (+3 eff.) Poison- +28% Disease- +23% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | voratun amulet 'Falydrazor'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +6% mind +7% physical Res.pen +20% mind Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +17% lightning +21% mind Confus- +38% Stun/Frz- +24% Amulets can have magical properties. |
| In main hand | Thunderfall (Misfortune) (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Curse of Misfortune Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | Girdle of the Calm Waters (Misfortune)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Shantiz the Stormblade (Shrouds) (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Guise of the Hated (Nightmares) (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Curse of Nightmares Creeping Darkness: Level 4.8 Pwr.cost 18 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 54.95 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | fortifying voratun mail armour of stability (Shrouds) (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +9% physical Phys.save +15 (+5 eff.) Max.HP +67.00 Curse of Shrouds A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 13%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (741% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 741% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (475% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (469% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (686% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (499% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (971% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 971% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 741 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 741 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 783 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 5; power 31; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 16%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 14%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 39%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 39%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cuthorach0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Resists +5% arcane Mind.save +30 (+10 eff.) Heal.mod +19% Cut- +60% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
clarifying stralite amulet of strength (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +19% mind Confus- +44% Amulets can have magical properties. |
clarifying stralite amulet of willpower (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Wil ----- def ----- Resists +22% mind Confus- +33% Amulets can have magical properties. |
grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +18% lightning Stun/Frz- +26% Amulets can have magical properties. |
stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +10% Cut- +50% Pinning- +23% Knockbk- +20% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 385 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit voratun amulet of mastery (0.38 Cursed / Gloom)0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +24% light +18% darkness Blind- +43% ---------- misc Masteries +0.38 Cursed/Gloom Amulets can have magical properties. |
steel amulet 'Scorchrace'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil dps ---------- Dmg.mod +21% temporal +24% fire Res.pen +10% temporal ----- def ----- Resists +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Gunuharakath the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +12 Con dps ---------- Spell.crit +4% Crit.mult +5.00% Phys.pwr +8 (+2 eff.) Spell.pwr +4 (+1 eff.) ----- def ----- Resists +5% nature +5% blight Phys.save +10 (+3 eff.) Poison- +25% Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Moldstreak the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Dmg.mod +9% nature Acc +11 (+3 eff.) ----- def ----- Resists +9% temporal +18% fire +15% light +9% cold Mind.save +30 (+10 eff.) Rings can have magical properties. |
Unrylathafast0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% arcane Apr +2 ----- def ----- Armour +4 Max.HP +61.00 Disarm- +36% Pinning- +38% Knockbk- +32% ---------- misc Max.stam +35.00 Rings can have magical properties. |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
marksman's steel ring of frost (+26%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +13% cold Acc +6 (+1 eff.) ----- def ----- Resists +26% cold Rings can have magical properties. |
marksman's voratun ring of clarity0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Mind.save +11 (+3 eff.) Confus- +38% Rings can have magical properties. |
marksman's voratun ring of darkness (+32%)0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +16% darkness Acc +14 (+3 eff.) ----- def ----- Resists +32% darkness Rings can have magical properties. |
mule's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +22 Rings can have magical properties. |
mule's stralite ring of darkness (+34%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +17% darkness ----- def ----- Fatigue -7% Resists +34% darkness ---------- misc Max.enc +25 Rings can have magical properties. |
mule's stralite ring of lightning (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Fatigue -8% Resists +28% lightning ---------- misc Max.enc +26 Rings can have magical properties. |
psionicist's voratun ring of darkness (+32%)0.1 T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +16% darkness ----- def ----- Resists +32% darkness Mind.save +14 (+4 eff.) Rings can have magical properties. |
psionicist's voratun ring of nature (+36%)0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Resists +36% nature Mind.save +16 (+5 eff.) Rings can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +22% Rings can have magical properties. |
acidic voratun battleaxe of massacre (Corpses) (73-109.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 73.0 - 109.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 acid On Crit: * splashes the target with acid Curse of Corpses Massive two-handed battleaxes. |
voratun battleaxe (Corpses) (57.5-86.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Normal] Power 57.5 - 86.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
voratun battleaxe (Nightmares) (55-82.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Normal] Power 55.0 - 82.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
voratun greatmaul (Shrouds) (67.5-101.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Normal] Power 67.5 - 101.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
Borosk's Hate (Madness) (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Madness This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
insidious voratun greatsword of massacre (Madness) (85.5-136.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature/Master Power 85.5 - 136.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +51 insidious poison Curse of Madness Massive two-handed swords. |
voratun greatsword (Misfortune) (65-104 power, 4 apr)3.0 T5 greatsword 2H weapon [Normal] Power 65.0 - 104.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Curse of Misfortune Massive two-handed swords. |
voratun greatsword (Shrouds) (64.5-103.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Normal] Power 64.5 - 103.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Curse of Shrouds Massive two-handed swords. |
Shockpanic the elven-wood longbow (Madness)4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Crit.r2 +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 42% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +15% lightning +30% physical Res.pen +15% lightning +30% physical +10% temporal ----- def ----- Resists +15% lightning Curse of Madness Longbows are used to shoot arrows at your foes. |
Storm Fury (Madness)4.0 T5 longbow 2H weapon Reqs Mag 30 Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Madness This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
fungal dragonbone longbow (Shrouds)4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +6 Con ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Shrouds Regenerate 194 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of nature (Nightmares)4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +20 nature While equipped: Stats +11 Str dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +15% nature ----- def ----- Resists +9% all Curse of Nightmares Longbows are used to shoot arrows at your foes. |
voratun longsword (Corpses) (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon [Normal] Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Curse of Corpses Sharp, long, and deadly. |
voratun longsword (Corpses) (41.5-58.1 power, 6 apr)3.0 T5 longsword 1H weapon [Normal] Power 41.5 - 58.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Curse of Corpses Sharp, long, and deadly. |
voratun longsword (Misfortune) (42-58.8 power, 6 apr)3.0 T5 longsword 1H weapon [Normal] Power 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Curse of Misfortune Sharp, long, and deadly. |
voratun longsword (Shrouds) (42-58.8 power, 6 apr)3.0 T5 longsword 1H weapon [Normal] Power 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Curse of Shrouds Sharp, long, and deadly. |
Ureslak's Femur (Nightmares) (52-72.8 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers Curse of Nightmares A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
voratun mace (Madness) (48-67.2 power, 6 apr)3.0 T5 mace 1H weapon [Normal] Power 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Curse of Madness Blunt and deadly. |
Razorblade, the Cursed Waraxe (Shrouds) (58-81.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 Curse of Shrouds This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Dazzlespire (Madness)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Melee Ret 12 acid ----- def ----- Resists +3% acid +3% light Phys.save +5 (+2 eff.) ---------- misc Light +3 Curse of Madness A belt that goes around your waist. |
linen cloak 'Poleratira' (Corpses) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% fire +1% physical +3% darkness +11% cold Spell.save +9 (+3 eff.) Confus- +20% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (Shrouds) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Max.HP +45.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (Nightmares) (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Nightmares Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Stokeminister (Nightmares) (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% fire Acc +17 (+4 eff.) ----- def ----- Armour +2 Resists +3% acid Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) HP.reg +3.10 Disarm- +27% ---------- misc Stam/turn +0.80 Psi/turn +0.24 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Olyzilarak the Galeorder (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Dex +7 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Curse of Nightmares A pointy cloth hat, very wizardly... |
Scorpionbile (Shrouds) (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +21% nature +15% darkness Melee Ret 20 nature ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +15% mind +20% nature Curse of Shrouds A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (Shrouds) (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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (Misfortune) (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Lisuwe (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +21% acid +6% light +6% cold +5% arcane +6% darkness Phys.save +30 (+10 eff.) Die.at -80.00 life Curse of Nightmares A suit of armour made of mail. |
voratun plate armour (Misfortune) (9 def, 16 armour)17.0 T5 massive armor [Normal] While equipped: ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Curse of Misfortune A suit of armour made of metal plates. |
Blightstopper (Shrouds) (18 def, 12 armour, 240 block)7.0 T5 shield armor [Unique] Nature/Disrupt While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Curse of Shrouds Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
6 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. |
387 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Shockguile' (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -6% Resists +15% lightning Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 97/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
4 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. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 287.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Arorin [power 5] (10 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +3% arcane ---------- misc Mana/turn +0.04 Mana/s.crit +3.00 Max.mana +80.00 Wards +1 physical +5 mind +5 darkness Talents +1 Ward +5 Silence Cooldown Silence -1 Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown 100% to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Fulildil the steel torque of psychoportation [power 31] (30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% darkness +30% cold +3% fire +6% nature +6% light Spell.save +36 (+11 eff.) Teleport randomly (rad 31) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of thermal psionic shield [power 65] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 65 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Voryyalle' [power 131] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Melee Ret 8 mind ----- def ----- Resists +18% blight +6% temporal +18% light ---------- misc Wards +3 physical +5 mind +5 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Brightrebel' [power 173] (20 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +8 (+1 eff.) S.pwr/crit +4 Phasing +40% On Hit (Melee): * 30% chance to blind ----- def ----- Spell.save +30 (+10 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +6.00 Talents +5 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments [power 4] (10 cooldown)2.0 T5 totem charm [Ego] Nature Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
4 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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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 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. |
9 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. |
10 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Shiark the Dwarf Cursed level 29
15th Shortage 122nd year of Ascendancy at 09:18 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shiark the Dwarf Cursed level 25
28th Loss 122nd year of Ascendancy at 15:13 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Shiark the Dwarf Cursed level 28
11st Shortage 122nd year of Ascendancy at 08:03 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Shiark the Dwarf Cursed level 18
18th Wealth 122nd year of Ascendancy at 17:10 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Shiark the Dwarf Cursed level 42
29th Stralite 123rd year of Ascendancy at 14:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Shiark the Dwarf Cursed level 31
2nd Iron 123rd year of Ascendancy at 03:55 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Shiark the Dwarf Cursed level 33
28th Iron 123rd year of Ascendancy at 05:14 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shiark the Dwarf Cursed level 14
28th Profit 122nd year of Ascendancy at 21:15 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Shiark the Dwarf Cursed level 30
22nd Shortage 122nd year of Ascendancy at 03:43 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Shiark the Dwarf Cursed level 42
23rd Stralite 123rd year of Ascendancy at 09:26 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Shiark the Dwarf Cursed level 18
15th Dearth 122nd year of Ascendancy at 05:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Shiark the Dwarf Cursed level 17
45th Profit 122nd year of Ascendancy at 18:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shiark the Dwarf Cursed level 20
16th Dearth 122nd year of Ascendancy at 20:49 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Shiark the Dwarf Cursed level 39
2nd Stralite 123rd year of Ascendancy at 22:07 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shiark the Dwarf Cursed level 25
28th Loss 122nd year of Ascendancy at 14:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Shiark the Dwarf Cursed level 10
6th Profit 122nd year of Ascendancy at 08:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Shiark the Dwarf Cursed level 20
16th Dearth 122nd year of Ascendancy at 00:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Shiark the Dwarf Cursed level 30
19th Shortage 122nd year of Ascendancy at 22:49 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Shiark the Dwarf Cursed level 40
16th Stralite 123rd year of Ascendancy at 13:12 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shiark the Dwarf Cursed level 38
42nd Steel 123rd year of Ascendancy at 21:01 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shiark the Dwarf Cursed level 18
7th Dearth 122nd year of Ascendancy at 01:34 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Shiark the Dwarf Cursed level 40
19th Stralite 123rd year of Ascendancy at 11:55 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Shiark the Dwarf Cursed level 30
19th Shortage 122nd year of Ascendancy at 22:51 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shiark the Dwarf Cursed level 31
27th Shortage 122nd year of Ascendancy at 05:50 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Shiark the Dwarf Cursed level 40
19th Stralite 123rd year of Ascendancy at 13:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Shiark the Dwarf Cursed level 11
11st Profit 122nd year of Ascendancy at 16:07 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shiark the Dwarf Cursed level 25
28th Loss 122nd year of Ascendancy at 15:13 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shiark the Dwarf Cursed level 42
2nd Voratun 123rd year of Ascendancy at 20:30 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Shiark the Dwarf Cursed level 23
32nd Dearth 122nd year of Ascendancy at 23:23 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Shiark the Dwarf Cursed level 29
11st Shortage 122nd year of Ascendancy at 08:20 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Shiark the Dwarf Cursed level 17
45th Profit 122nd year of Ascendancy at 14:56 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Shiark the Dwarf Cursed level 34
24th Steel 123rd year of Ascendancy at 12:42 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shiark the Dwarf Cursed level 28
10th Shortage 122nd year of Ascendancy at 19:07 see stats
Log
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Shiark deactivates Elemental Harmony.
Shiark deactivates Surge.
Shiark deactivates Stalk.
Shiark deactivates Antimagic Shield.
Shiark deactivates Gloom.











































































































































