












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 50 / 3314% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 96.272733630532 (base 62) |
Dexterity | 59.545467261063 (base 16) |
Constitution | 73.545467261063 (base 38) |
Magic | 18.272733630532 (base 7) |
Willpower | 135.43076379008 (base 60) |
Cunning | 135.46899828041 (base 64) |
Resources
Life | 1993/1993 |
Hate | 95/111 |
Equilibrium | 86 |
Healing Factor | 1.3737221700654 |
Regeneration | 26.926307700921 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 21.545467261063 |
Offense: Mainhand
Damage | 214 |
Accuracy | 77 |
Crit Chance | 90% |
APR | 103 |
Speed | 1.00 |
Offense: Offhand
Damage | 213 |
Accuracy | 77 |
Crit Chance | 90% |
APR | 103 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 91% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Fire | +21% |
Nature | +17% |
Blight | +20% |
Physical | +21% |
Mind | +66% |
All | +11% |
Offense: Damage Penetration
Physical | +30% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 112.25579532785 (100%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 27 |
Physical Save | 60 |
Spell Save | 53 |
Mental Save | 83 |
Defense: Resistances
Acid | + 75%( 75%) |
Blight | + 75%( 75%) |
Arcane | + 54%( 75%) |
Cold | + 68%( 75%) |
All | + 52%( 75%) |
Physical | + 58%( 79%) |
Lightning | + 56%( 75%) |
Light | + 68%( 75%) |
Temporal | + 59%( 75%) |
Mind | + 75%( 75%) |
Darkness | + 78%( 86%) |
Fire | + 65%( 75%) |
Nature | + 75%( 75%) |
Defense: Immunities
Pinning Resistance | 34% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 50% |
Disarm Resistance | 87% |
Bleed Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 91% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 826 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.50 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Gloom | 1.80 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Antimagic Shield |
talent | Stalk |
talent | Psiblades |
talent | Gloom |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% 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 21% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 116 mind and 86 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 198 Mind damage, and deal 146 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Isorina the forest troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Bethiyalaith the large brown snake. Escort: lost warrior (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 2136. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of 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. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +11 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Dmg.mod +10% mind ----- def ----- Resists +6% acid +2% physical Spell.save +6 (+2 eff.) Max.HP +68.00 Cut- +20% Disarm- +10% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +5 Dex +6 Con dps ---------- Crit.mult +15.00% Res.pen +20% physical ----- def ----- Armour +8 Fatigue +4% Resists +17% mind +15% acid Spell.save +6 (+2 eff.) Mind.save +19 (+4 eff.) Confus- +31% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Plumpkin Daper: Head 4. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +15.0% Spell.crit +8% Mind.crit +11% Crit.mult +11.00% Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+1 eff.) Mind.save +7 (+1 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Phys.crit +3.0% Mind.crit +5% Dmg.mod +6% nature +6% mind Apr +5 On Hit (Melee): * 21% chance to slow global speed by 83% ----- def ----- Armour +4 Resists +15% light ---------- misc Hate/m.crit +2.00 Blast the opponent's mind dealing 614 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 90. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +6% darkness +20% mind ----- def ----- Resists +3% acid +3% darkness +20% mind +12% nature +3% light Phys.save +16 (+4 eff.) Spell.save +24 (+8 eff.) Mind.save +18 (+4 eff.) Max.HP +38.00 Disarm- +50% Pinning- +34% Knockbk- +44% Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +12 Wil +6 Cun dps ---------- Melee+ 28 physical Ranged+ 21 physical Dmg.mod +9% blight Melee Ret 4 mind On Hit (Melee): * 19% chance to reduce all saves and defense by 52 On Hit (Ranged): * 20% chance to reduce all saves and defense by 52 ----- def ----- Armour +16 Resists +12% blight Mind.save +18 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +12 Dex +11 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue -7% Resists +24% blight +6% cold +30% nature Res.Cap +5% all Crit.chn- 10.00% Phys.save +24 (+6 eff.) HP.reg +4.00 Poison- +50% Disease- +50% ---------- misc Stam/turn +1.20 See.Invis +9 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 159% Wil, 40% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun +12 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +32 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Curse of Shrouds Forge Bellows: Level 5.4 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 112.27 mind damage, 81.83 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 10.32 mind and 7.52 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +13.0% Mind.crit +13% On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +14% temporal +6% nature +10% fire +5% arcane +28% cold Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 117% Range: 1.1x Uses 139% Wil, 59% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% Against +24% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+3 eff.) Melee+ 14 darkness 9 mind Dmg.mod +9% mind +6% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% acid +3% fire ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+3 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Curse of Shrouds 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 | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Shrouds Dominate: Level 4.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 28 Armour, 41 Defense and your attacks will gain 51% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 0.1 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 heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1017% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 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 797 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 magical and mental effect and reduce all damage taken by 39% for 4 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 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 cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 2 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 25% 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 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 cure yourself of one random mental effect and reduce all damage taken by 19% 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 3 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 and mental effect and reduce all damage taken by 23% for 2 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +22 (+5 eff.) Phys.spd +10% Dmg.mod +15% fire +8% physical Res.pen +25% fire Melee Ret 6 arcane ----- def ----- Phys.save +12 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +3 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +9% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +12 Dex +15 Wil dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Phys.spd +10% Dmg.mod +9% physical +3% cold ----- def ----- Armour +4 Phys.save +6 (+1 eff.) Mind.save +22 (+4 eff.) Confus- +23% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Crit.mult +19.00% Spell.pwr +21 (+4 eff.) Dmg.mod +8% acid +13% blight +18% fire +8% lightning +8% cold Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Cun +12 Con dps ---------- Phys.crit +1.0% ----- def ----- Resists +16% light +27% darkness Die.at -60.00 life Blind- +55% ---------- misc Stam/turn +3.00 Infravis +7 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Melee+ 7 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 52 On Hit (Ranged): * 12% chance to reduce all saves and defense by 52 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Curse of Misfortune Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% cold ----- def ----- Resists +6% darkness Crit.chn- 15.00% Mind.save +8 (+2 eff.) Die.at -80.00 life HP.reg +4.00 Confus- +25% Pinning- +20% Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Misfortune A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +9 (+3 eff.) Mind.save +10 (+2 eff.) Curse of Shrouds Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +8 Con dps ---------- Mind.crit +8% Dmg.mod +24% mind Melee Ret 10 mind ----- def ----- Phys.save +16 (+4 eff.) ---------- misc Max.hate +6.00 Max.psi +30.00 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane +15% mind Res.pen +26% lightning +26% mind +26% arcane Melee Ret 10 mind On Hit (Melee): * 21% chance to reduce damage dealt by 42% ----- def ----- Resists +27% lightning HP.reg +9.00 Stun/Frz- +42% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +7 Wil +8 Cun dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +12% nature +12% physical Res.pen +5% physical Apr +5 ----- def ----- Resists +14% blight +15% nature +6% arcane Phys.save +18 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +18 (+4 eff.) Die.at -60.00 life Poison- +30% Disease- +30% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex dps ---------- Dmg.mod +20% acid +9% light Acc +16 (+4 eff.) ----- def ----- Armour +8 Resists +40% acid +2% physical Max.HP +78.00 HP.reg +13.00 Heal.mod +16% Curse of Corpses Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +24 (+4 eff.) Melee+ 20 fire Dmg.mod +20% physical ---------- misc See.Invis +5 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +1.00 Heal.mod +16% ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() voratun greatmaul 'Polimira' (Nightmares) (191% power, 4 apr) 5.0 T5 greatmaul 2H weapon [Random Unique] Master Power 192% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +35.0% Crit.mult +24.00% Phys.pwr +17 (+4 eff.) Apr +12 ----- def ----- Defense +20 (+6 eff.) Resists +9% blight ---------- misc See.Invis +6 Curse of Nightmares Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 131% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +8.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +4.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Nightmares Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 168% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +7 Dex +7 Mag +11 Wil +8 Cun +9 Con dps ---------- Phys.crit +11.0% Crit.mult +29.00% Apr +11 ----- def ----- Defense +15 (+5 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life Knockbk- +20% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 151% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +23 cold +4 temporal On Hit: 20% Curse of Vulnerability 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 42% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +21.00% Apr +13 ----- def ----- Resists +6% darkness +12% temporal Curse of Nightmares One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 122% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +13% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Con dps ---------- Phys.crit +10.0% Phys.pwr +5 (+1 eff.) Melee Ret 4 cold ----- def ----- Defense +15 (+5 eff.) Resists +2% physical Curse of Madness Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 107% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 acid While equipped: dps ---------- Mind.crit +4% Mind.pwr +18 (+3 eff.) Melee+ 13 darkness 15 mind Dmg.mod +9% blight +12% mind +10% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce armor by 11% ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 106% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 mind Against +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +6% light +18% mind +21% darkness Res.pen +13% mind +10% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 52 ---------- misc Max.hate +9.00 Light +3 Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +12 mind While equipped: Stats +7 Cun dps ---------- Mind.crit +10% Crit.mult +16.00% Mind.pwr +15 (+3 eff.) Melee+ 13 mind 12 darkness Dmg.mod +9% lightning +51% mind +7% darkness Res.pen +20% lightning ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 113% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +19.00% Mind.pwr +10 (+2 eff.) Melee+ 14 mind 15 darkness Dmg.mod +3% blight +10% mind +9% darkness ----- def ----- Resists +6% mind +3% physical Die.at -20.00 life Heal.mod +15% Confus- +10% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +4 temporal On Crit.r2 +8 acid While equipped: dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +6% fire +5% arcane +12% cold Spell.save +3 (+1 eff.) Die.at -20.00 life Heal.mod +58% Heal/summ +115 Disease- +26% Confus- +20% ---------- misc Hate/m.crit +5.00 Psi/m.crit +6.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Curse of Misfortune Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 100 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 112% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +14.0% Atk.spd 100% On Hit: * 17% chance to slow global speed by 83% * 15% chance to reduce armor by 11% While equipped: Stats +1 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 9 mind 15 darkness Dmg.mod +22% mind +20% darkness Res.pen +12% mind +30% darkness ----- def ----- Resists +9% mind Disease- +20% ---------- misc Max.stam +20.00 Max.hate +8.00 Talents +1 Attune Mindstar Curse of Madness Divide the mindstar in two Puts all charms on 1 cooldown 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. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Curse of Misfortune Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+1 eff.) Dmg.mod +10% acid +7% physical +5% light +8% fire +17% darkness +7% cold ----- def ----- Resists +12% acid +12% physical +13% fire +13% cold +11% all ---------- misc Cooldown Refit Golem -2 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Shrouds This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% acid HP.reg +3.80 ---------- misc Stam/turn +0.70 Curse of Misfortune A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +11 (+2 eff.) Curse of Corpses A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Dmg.mod +15% temporal ----- def ----- Armour +7 Defense +7 (+2 eff.) Phys.save +13 (+3 eff.) HP.reg +2.10 Heal.mod +18% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% arcane Melee Ret 6 light ----- def ----- Resists +5% acid +6% light +6% fire +7% cold +7% lightning Mind.save +8 (+2 eff.) Max.HP +58.00 HP.reg +1.50 Heal.mod +18% ---------- misc Light +2 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind +25% physical Res.pen +16% physical Melee Ret 4 light ----- def ----- Armour +13 Defense +15 (+5 eff.) Phys.save +23 (+5 eff.) HP.reg +2.40 Heal.mod +27% ---------- misc Psi/ret +0.08 Hate/m.crit +5.00 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% Curse of Madness A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% lightning ----- def ----- Defense +5 (+1 eff.) Resists +12% darkness +13% cold +17% fire +12% nature +15% light Anom.red +20 Max.HP +113.00 HP.reg +4.14 ---------- misc Max.mana +78.00 Max.stam +62.00 Max.hate +20.00 Max.psi +36.00 Max.vim +35.00 Max.P.En +38.00 Max.N.En +37.00 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +21 (+5 eff.) Res.pen +20% mind Melee Ret 2 mind ----- def ----- Resists +18% darkness +6% light Phys.save +11 (+2 eff.) HP.reg +3.60 Heal.mod +22% ---------- misc Light +2 Size +1 Curse of Madness A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Res.pen +25% light Apr +1 ----- def ----- Defense +12 (+4 eff.) Resists +6% light Phys.save +7 (+1 eff.) Mind.save +7 (+1 eff.) Die.at -50.00 life ---------- misc Stam/turn +2.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Xanerin the cashmere cloak (Shrouds) (2 def, 8 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Wil +2 Con dps ---------- Phys.crit +2.0% Spell.pwr +20 (+4 eff.) Dmg.mod +9% physical Apr +2 ----- def ----- Armour +8 Defense +2 (+0 eff.) Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +2.00 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. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane While equipped: Stats +10 Mag +11 Wil +2 Con dps ---------- Crit.mult +20.00% Res.pen +10% temporal Acc +10 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +6% temporal Spell.save +44 (+13 eff.) Mind.save +14 (+3 eff.) ---------- misc Max.mana +154.00 Max.stam +20.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +8 Str +3 Dex +5 Mag +5 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +21 Defense +14 (+4 eff.) Resists +5% arcane +28% cold Phys.save +19 (+4 eff.) Spell.save +28 (+9 eff.) Mind.save +21 (+4 eff.) ---------- misc Stam/turn +1.10 Infravis +3 Masteries +0.20 Technique/Combat training 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. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +8.0% Res.pen +20% darkness Apr +5 ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +18% acid +10% fire +8% lightning +9% cold Phys.save +12 (+3 eff.) 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. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Curse of Shrouds This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Wil +1 Con dps ---------- Dmg.mod +3% blight +3% darkness Res.pen +10% blight Acc +21 (+5 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +6% darkness Phys.save +11 (+2 eff.) Mind.save +14 (+3 eff.) Max.HP +171.00 ---------- misc Max.stam +40.00 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. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination Curse of Misfortune See the Threads: Level 2.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +20.0% Spell.crit +19% Mind.crit +19% Crit.mult +14.00% Melee+ 9 acid 9 fire 9 cold 10 lightning ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +18 (+4 eff.) Mind.pwr +9 (+2 eff.) Melee+ 40 darkness 18 mind Dmg.mod +9% blight Res.pen +20% mind Melee Ret 2 mind 4 blight On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 5 * 21% chance to reduce all saves and defense by 52 ----- def ----- Armour +3 Resists +9% acid Phys.save +21 (+5 eff.) Spell.save +9 (+3 eff.) Mind.save -2 (+0 eff.) Disarm- +45% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: dps ---------- Phys.crit +12.0% Spell.crit +20% Mind.crit +16% Crit.mult +13.00% Phys.pwr +11 (+3 eff.) Melee+ 10 mind Dmg.mod +12% light +12% darkness +9% mind Res.pen +10% darkness Acc +11 (+3 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% Resists +9% mind +12% blight Spell.save +19 (+6 eff.) ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 231.99 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +2% Crit.mult +10.00% Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+2 eff.) Die.at -80.00 life Curse of Misfortune A cap made of leather. |
![]() 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 Nightmares Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 423.99 mind damage and cripples the target's higher mental functions, reducing cunning by 30 and confusing (42% power) the target for 5 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...? |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +3 Dex +8 Wil +3 Cun +5 Con dps ---------- Dmg.mod +24% lightning Res.pen +15% lightning Apr +7 Melee Ret 2 arcane ----- def ----- Armour +5 Fatigue +5% Resists +11% blight +5% arcane Phys.save +10 (+2 eff.) Mind.save +22 (+4 eff.) Curse of Corpses Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +14 Con dps ---------- Phys.crit +5.0% Phys.pwr +30 (+7 eff.) Res.pen +15% temporal ----- def ----- Armour +5 Defense +20 (+6 eff.) Fatigue +5% Resists +16% temporal Phys.save +15 (+3 eff.) Die.at -80.00 life Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +12 Str +6 Dex +6 Wil +7 Cun +9 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +12% light Res.pen +15% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +5 Fatigue +5% Resists +12% physical +16% light +16% darkness Phys.save +15 (+3 eff.) ---------- misc Light +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Acc +10 (+2 eff.) ----- def ----- Resists +6% lightning +12% nature +6% blight Spell.save +12 (+4 eff.) Max.HP +44.00 Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind +3% cold ----- def ----- Resists +12% lightning +3% darkness +6% acid +6% fire +5% arcane +3% nature ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +14% ---------- misc Light +7 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Armour +8 Resists +9% blight +6% fire +15% nature +4% physical Max.HP +40.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Armour +4 Resists +3% all Phys.save +13 (+3 eff.) Spell.save +13 (+4 eff.) Heal.mod +23% ---------- misc Stam/turn +3.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +9 Cun dps ---------- Crit.mult +15.00% Phasing +39% On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 5 * 26% chance to reduce armor by 11% ----- def ----- Mind.save +24 (+5 eff.) ---------- misc Max.hate +13.15 Max.vim +65.76 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +7 Wil dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Res.pen +10% arcane ----- def ----- Resists +10% temporal +13% darkness +14% blight +10% cold +5% arcane Def/telep +20 Res/telep +20% Dur/telep +28% ---------- misc Light +9 Infravis +8 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 52 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +40% blight +12% fire +12% arcane Res.pen +10% blight +20% fire Melee Ret 13 acid 30 fire ----- def ----- Resists +27% blight +45% fire +7% arcane ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Resists +9% acid +3% physical Mind.save +15 (+3 eff.) Heal.mod +5% ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Dmg.mod +12% physical +15% fire +6% darkness +14% mind Res.pen +22% physical Acc +20 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +10% darkness +10% fire Mind.save +15 (+3 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +2 Wil dps ---------- Spell.crit +7% Mind.crit +5% Crit.mult +15.00% Dmg.mod +16% mind +13% fire Res.pen +15% mind ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +8% physical Mind.save +11 (+2 eff.) ---------- misc Max.mana +34.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% blight +6% physical +5% arcane +9% darkness Mind.save +9 (+2 eff.) Die.at -40.00 life Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% nature +24% fire Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Res.pen +15% acid Acc +25 (+6 eff.) ----- def ----- Defense +30 (+10 eff.) Resists +3% physical ---------- misc Psi/ret +0.12 Max.psi +30.00 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1010 Base Damage: 409 Armor: 40 All Resist: 34 Puts all charms on 25 cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) On Melee Ret: * 18% chance to slow global speed by 83% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Spell.pwr +35 (+6 eff.) Res.pen +10% mind +20% acid Melee Ret 4 mind ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 120 lightning damage and will be dazed for 1 turn (601 total damage) Puts all charms on 15 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Voyager II the Thalore Cursed level 42
17th Regrowth 123rd year of Ascendancy at 22:02 see stats
By Voyager II the Thalore Cursed level 41
16th Regrowth 123rd year of Ascendancy at 04:40 see stats
By Voyager II the Thalore Cursed level 22
70th Dusk 122nd year of Ascendancy at 11:07 see stats
By Voyager II the Thalore Cursed level 50
28th Regrowth 124th year of Ascendancy at 23:36 see stats
By Voyager II the Thalore Cursed level 45
34th Dusk 123rd year of Ascendancy at 00:43 see stats
By Voyager II the Thalore Cursed level 50
26th Regrowth 124th year of Ascendancy at 05:47 see stats
By Voyager II the Thalore Cursed level 45
29th Dusk 123rd year of Ascendancy at 20:29 see stats
By Voyager II the Thalore Cursed level 20
54th Dusk 122nd year of Ascendancy at 05:22 see stats
By Voyager II the Thalore Cursed level 50
64th Regrowth 124th year of Ascendancy at 14:53 see stats
By Voyager II the Thalore Cursed level 43
22nd Regrowth 123rd year of Ascendancy at 10:13 see stats
By Voyager II the Thalore Cursed level 35
75th Haze 122nd year of Ascendancy at 19:38 see stats
By Voyager II the Thalore Cursed level 33
68th Haze 122nd year of Ascendancy at 02:52 see stats
By Voyager II the Thalore Cursed level 50
60th Pyre 124th year of Ascendancy at 07:58 see stats
By Voyager II the Thalore Cursed level 25
9th Haze 122nd year of Ascendancy at 05:16 see stats
By Voyager II the Thalore Cursed level 34
72nd Haze 122nd year of Ascendancy at 09:39 see stats
By Voyager II the Thalore Cursed level 29
16th Haze 122nd year of Ascendancy at 09:58 see stats
By Voyager II the Thalore Cursed level 50
58th Pyre 124th year of Ascendancy at 07:36 see stats
By Voyager II the Thalore Cursed level 38
5th Regrowth 123rd year of Ascendancy at 18:30 see stats
By Voyager II the Thalore Cursed level 47
34th Dusk 123rd year of Ascendancy at 01:58 see stats
By Voyager II the Thalore Cursed level 31
20th Haze 122nd year of Ascendancy at 18:22 see stats
By Voyager II the Thalore Cursed level 10
7th Mirth 122nd year of Ascendancy at 07:09 see stats
By Voyager II the Thalore Cursed level 20
37th Dusk 122nd year of Ascendancy at 17:35 see stats
By Voyager II the Thalore Cursed level 30
16th Haze 122nd year of Ascendancy at 23:53 see stats
By Voyager II the Thalore Cursed level 40
14th Regrowth 123rd year of Ascendancy at 09:35 see stats
By Voyager II the Thalore Cursed level 50
26th Haze 123rd year of Ascendancy at 02:30 see stats
By Voyager II the Thalore Cursed level 50
15th Pyre 124th year of Ascendancy at 08:01 see stats
By Voyager II the Thalore Cursed level 33
34th Haze 122nd year of Ascendancy at 11:07 see stats
By Voyager II the Thalore Cursed level 50
5th Pyre 124th year of Ascendancy at 07:13 see stats
By Voyager II the Thalore Cursed level 27
10th Haze 122nd year of Ascendancy at 13:38 see stats
By Voyager II the Thalore Cursed level 27
10th Haze 122nd year of Ascendancy at 13:29 see stats
By Voyager II the Thalore Cursed level 44
27th Dusk 123rd year of Ascendancy at 10:19 see stats
By Voyager II the Thalore Cursed level 50
60th Pyre 124th year of Ascendancy at 07:56 see stats
By Voyager II the Thalore Cursed level 10
10th Mirth 122nd year of Ascendancy at 00:01 see stats
By Voyager II the Thalore Cursed level 50
57th Pyre 124th year of Ascendancy at 03:56 see stats
By Voyager II the Thalore Cursed level 34
75th Haze 122nd year of Ascendancy at 10:49 see stats
By Voyager II the Thalore Cursed level 50
60th Pyre 124th year of Ascendancy at 07:58 see stats
By Voyager II the Thalore Cursed level 50
67th Pyre 124th year of Ascendancy at 12:52 see stats
By Voyager II the Thalore Cursed level 5
1st Mirth 122nd year of Ascendancy at 21:23 see stats
By Voyager II the Thalore Cursed level 26
9th Haze 122nd year of Ascendancy at 17:41 see stats
By Voyager II the Thalore Cursed level 48
4th Haze 123rd year of Ascendancy at 16:28 see stats
By Voyager II the Thalore Cursed level 28
11st Haze 122nd year of Ascendancy at 13:22 see stats
By Voyager II the Thalore Cursed level 16
17th Dusk 122nd year of Ascendancy at 10:25 see stats
By Voyager II the Thalore Cursed level 41
15th Regrowth 123rd year of Ascendancy at 18:07 see stats
Log
Voyager II killed Arimithra the devourer!
Voyager II killed Devourer!
Dark Whispers from Arimithra the devourer hits Voyager II for (3 antimagic), 0 darkness (0 total damage).
Voyager II receives 47 healing from Unnatural Body.
Voyager II picks up (R.): rejuvenating hardened leather armour of acid resistance (Misfortune) (9 def, 6 armour).
Voyager II picks up (C.): lifebinding yew vilestaff (Misfortune) (120% power, 4 apr, darkness element).
Voyager II picks up (J.): dwarven-steel dagger 'Rainoblivion' (Madness) (122% power, 15 apr).
Voyager II picks up (F.): iron greatsword of massacre (Misfortune) (130% power, 1 apr).
Voyager II picks up (T.): stargazer's cashmere robe of alchemy (Shrouds) (0 def, 0 armour).
Voyager II picks up (W.): enlightening stralite mail armour (Corpses) (4 def, 8 armour).
Voyager II picks up (y.): psionicist's stralite ring of pilfering (Shrouds).
Voyager II picks up (D.): infernal yew starstaff of power (Misfortune) (120% power, 4 apr, physical element).
Dark Whispers from Arimithra the devourer hits Voyager II for (3 antimagic), 0 darkness (0 total damage).
Voyager II receives 47 healing from Unnatural Body.
Voyager II's whispers fade.
Voyager II receives 47 healing from Unnatural Body.
Resting starts...
Something is no longer being stalked by Voyager II.
Talent Blindside is ready to use.
Voyager II is no longer attuned.
Talent Infusion: Movement is ready to use.
Talent Dominate is ready to use.
Talent Frenzy is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).