











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 50 / 2213% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 257.62397906045 (base 60) |
Dexterity | 197.2479581209 (base 60) |
Constitution | 153.2479581209 (base 60) |
Magic | 132.62397906045 (base 60) |
Willpower | 125.2479581209 (base 60) |
Cunning | 156.2479581209 (base 60) |
Resources
Mana | 1838/1920 |
Negative | 1430/1457 |
Life | 23606/23606 |
Paradox | 300 |
Equilibrium | 15 |
Vim | 1503/1503 |
Positive | 1405/1432 |
Stamina | 1603/1603 |
Psi | 1853/1853 |
Healing Factor | 1.1647279024761 |
Regeneration | 153.84557407679 |
Speed
Mental | +322.21367710059% |
Attack | +263.2% |
Movement | +584.14800282224% |
Spell | +338.92624973253% |
Global | +481.61324310574% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 11 |
See Stealth | 119.94423410273 |
See Invisible | 138.19219222363 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc, demon/major, demon/minor |
Offense: Mainhand
Damage | 609 |
Accuracy | 140 |
Crit Chance | 287% |
APR | 281 |
Speed | 0.24 |
Offense: Offhand
Damage | 788 |
Accuracy | 137 |
Crit Chance | 298% |
APR | 228 |
Speed | 0.24 |
Offense: Spell
Spellpower | 156 |
Crit Chance | 100% |
Speed | 0.22782870712548 |
Cooldown Reduction | 125.55 |
Offense: Mind
Mindpower | 140 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +110% |
Blight | +127% |
Arcane | +170% |
Cold | +170% |
All | +12% |
Mind | +120% |
Lightning | +222% |
Light | +222% |
Temporal | +110% |
Physical | +140% |
Darkness | +218% |
Fire | +298% |
Nature | +119% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +128% |
Cold | +128% |
All | 0% |
Mind | +143% |
Lightning | +128% |
Light | +98% |
Temporal | +98% |
Physical | +113% |
Darkness | +113% |
Fire | +128% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 349.37236545858 (100%) |
Defense | 111 |
Ranged Defense | 114 |
Fatigue | 0 |
Physical Save | 179 |
Spell Save | 179 |
Mental Save | 179 |
Defense: Resistances
Acid | +100%(107%) |
Blight | +100%(107%) |
Arcane | +100%(107%) |
Cold | +100%(107%) |
All | +146%(107%) |
Mind | +100%(107%) |
Lightning | +100%(107%) |
Light | +100%(107%) |
Temporal | +100%(107%) |
Physical | +100%(114%) |
Darkness | +100%(122%) |
Fire | +100%(107%) |
Nature | +100%(107%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 67% |
Knockback Resistance | 67% |
Poison Resistance | 18% |
Blind Resistance | 100% |
Inscriptions (2/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Spell (23% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Lichform |
talent | Arcane Combat |
talent | Blade Flurry |
talent | Share the Pain |
talent | Chant of Fortress |
talent | Weapon Folding |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Precise Strikes |
talent | Mental Tyranny |
talent | Volatile Poison |
talent | Quicken Spells |
talent | Abyssal Shield |
talent | Exploit Weakness |
talent | Gloom |
talent | Fiery Hands |
talent | Leeching Poison |
talent | Apply Poison |
talent | Eternal Suffering |
talent | Searing Sight |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Shadow Combat |
talent | Shadow Feed |
talent | Hymn Nocturnalist |
talent | Arcane Feed |
talent | Overkill |
talent | Daunting Presence |
talent | Horrifying Blows |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Bleak Outcome |
talent | Dreamforge |
talent | Willful Tormenter |
talent | Lacerating Strikes |
talent | Weapon of Light |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.6)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 9.8% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+50% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.6)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 41% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +9 Defense, +5 Ranged Defense Power 2+: -1 Luck, +8 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+39% chance to avoid traps). Power 4+: Unfortunate End: There is a 32% chance that the damage you deal will increase by 33% if the increase would be enough to kill your opponent. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+33% resist all). Shroud of Passing |
beneficial effect | Parrying melee and ranged attacks: Has a 84% chance to deflect up to 408 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Countering melee attacks: Has a 72% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +30 Darkness Resistance, +15% Max Darkness Resistance, +17 See Invisible Power 2+: -1 Luck, +14 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 33% 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 33% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by great wolf. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by brown bear. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by large brown snake. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by stone troll. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the worried loremaster from death by orc soldier. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2558. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ritch stinger. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | ![]() 4.0 T5 longbow 1H weapon Reqs Shoot [Unique] Arcane Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+3 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Shrouds This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Quiver | ![]() 3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 190% Range: 1.2x Uses 40% Wil, 50% Mag, 136% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Curse of Madness Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 193% Range: 1.4x Uses 60% Mag, 89% Cun, 89% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Curse of Nightmares Earthquake: Level 4.8 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 339.10 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Light source | ![]() 2.0 T1 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +5% darkness Affinity +5% light Blind- +21% Confus- +12% ---------- misc Light +7 See.Stealth +5 See.Invis +6 Curse of Misfortune Sun Flare: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 379.45 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +4 Dex +2 Mag +11 Wil +7 Cun +5 Con dps ---------- Dmg.mod +3% light Melee Ret 20 light ----- def ----- Armour +5 Fatigue +5% Resists +15% blight -39% light +3% nature Crit.dmg- 15.00% Mind.save +15 (+1 eff.) HP.reg +7.10 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +9 Str +4 Wil +6 Cun +16 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +15 Fatigue -1% Resists +15% acid +14% fire +42% lightning +15% cold Phys.save +24 (+0 eff.) Mind.save +25 (+2 eff.) ---------- misc Size +1 Curse of Madness Heave: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +8 Str +5 Dex +2 Mag +2 Wil +2 Con dps ---------- Crit.mult +6.00% Phys.pwr +10 (+1 eff.) Mov.spd +10% Acc +4 (+1 eff.) Melee Ret 16 physical ----- def ----- Resists +2% physical Max.HP +78.00 HP.reg +0.80 ---------- misc Max.stam +57.00 While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +12% fire +18% physical Res.pen +15% mind Melee Ret 4 fire ----- def ----- Resists +11% blight +18% physical +10% nature Spell.save +18 (+0 eff.) Poison- +18% Disease- +22% ---------- misc Equi/ret +0.04 Max.stam +16.00 Curse of Shrouds Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +10 Cun +10 Con dps ---------- Phys.pwr +12 (+1 eff.) Melee+ 25 bleed Ranged+ 23 bleed Dmg.mod +17% blight +6% darkness Res.pen +15% darkness Melee Ret 8 darkness On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ----- def ----- Resists +17% blight +9% darkness ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Can be unequipped or rerolled. Curse of Shrouds Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +2 Wil +17 Cun +17 Con dps ---------- Crit.mult +15.00% Mind.pwr +6 (+1 eff.) Mov.spd +10% Dmg.mod +9% nature Melee Ret 4 mind ----- def ----- Armour +8 Defense +12 (+2 eff.) Fatigue -10% Res.Cap +7% all Phys.save +27 (+0 eff.) HP.reg +1.50 ---------- misc Stam/turn +1.40 Max.psi +30.00 Telepathy Demon/Minor Humanoid/Orc Demon/Major Curse of Corpses Amulets can have magical properties. |
In main hand | ![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 210% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 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 85 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." |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Crit.mult +6.00% Mind.pwr +7 (+1 eff.) ----- def ----- Resists +18% fire Phys.save +11 (+0 eff.) Spell.save +30 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Curse of Madness A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 200% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 Curse of Nightmares The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +6 Cun +2 Con dps ---------- Crit.mult +15.00% Acc +20 (+3 eff.) Apr +16 Melee Ret 8 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +3 (+0 eff.) Resists +6% lightning +3% temporal +6% nature +3% darkness Spell.save +6 (+0 eff.) Stealth +11 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. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% fire +10% cold Spell.save +18 (+0 eff.) Mind.save +15 (+1 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 Curse of Shrouds A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This object's appearance was changed to Robe of the Archmage. |
Inventory
![]() 0.1 T3 infusion scroll [Unique] 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, physical or mental effect and increase affinity for all damage by 32% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1037 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag +2 Wil +5 Cun dps ---------- Spell.crit +11% Spell.pwr +10 (+1 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +8% acid +7% temporal +8% light +6% lightning +7% fire +6% cold +7% physical +8% darkness Res.pen +10% mind ----- def ----- Fatigue -9% Resists +3% mind HP.reg +2.20 Curse of Corpses Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% mind Melee Ret 12 mind 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Masteries +0.27 Spell/Fire alchemy Curse of Misfortune Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +20 Dex +10 Wil +6 Con dps ---------- Dmg.mod +3% light +9% temporal Res.pen +10% light +15% temporal Melee Ret 12 temporal ----- def ----- Resists +12% light +9% fire Phys.save +19 (+0 eff.) Max.HP +80.00 HP.reg +1.80 Curse of Corpses Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +12% darkness +6% mind Melee Ret 8 darkness ----- def ----- Resists +9% darkness Teleport- +50% ---------- misc Max.hate +6.00 Telepathy Dragon Curse of Corpses Teleport you randomly (rad 51) Puts all charms on 7 cooldown Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. Curse of Corpses This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +5 (+1 eff.) Apr +2 ----- def ----- Armour +4 Defense +8 (+1 eff.) Resists +17% darkness +5% arcane +27% light Phys.save +3 (+0 eff.) Unseen.red 14% Blind- +37% Curse of Nightmares Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +2 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+2 eff.) Resists +15% lightning +9% mind +9% darkness Poison- +20% Teleport- +15% Curse of Nightmares Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +6% temporal +9% physical ----- def ----- Resists +33% temporal Pinning- +38% Knockbk- +38% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Madness Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 34% chance to corrode armour by 30% ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+2 eff.) Resists +15% blight +15% temporal Phys.save +20 (+0 eff.) Poison- +20% Cut- +10% ---------- misc Masteries +0.28 Psionic/Slumber Curse of Misfortune Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% mind ----- def ----- Armour +6 Defense +9 (+1 eff.) Resists +6% blight Res.Cap +5% all Phys.save +19 (+0 eff.) Mind.save +36 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 Vim/s.crit +3.00 Telepathy Demon/Minor Demon/Major Curse of Shrouds Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 5 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 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +18% lightning Res.pen +15% lightning Melee Ret 8 lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +24% lightning Phys.save +12 (+0 eff.) Curse of Madness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+0 eff.) Knockbk- +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +8 Cun +5 Wil dps ---------- Dmg.mod +6% darkness +12% physical Res.pen +20% darkness ----- def ----- Resists +12% physical Crit.dmg- 10.00% ---------- misc Light +3 Curse of Madness Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+1 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Curse of Misfortune Dark Tendrils: Level 2.0 Pwr.cost 17 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 89 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 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 (+0 eff.) HP.reg +0.15 Heal.mod +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+0 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Curse of Corpses This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Superiority +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.crit +5% Spell.pwr +37 (+4 eff.) S.pwr/crit +6 Dmg.mod +12% lightning Res.pen +30% blight ---------- misc Mana/turn +0.40 Curse of Nightmares Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+0 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Curse of Corpses "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Shrouds Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 59.88 cold and 53.23 physical damage (based on Willpower) each turn and knocking opponents back. Uses 26 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +14 Cun +7 Mag dps ---------- Spell.pwr +12 (+1 eff.) Melee+ 17 bleed Ranged+ 20 bleed On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Curse of Shrouds Bleeding Edge: Puts all charms on 9 cooldown Level 4.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 204% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+0 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master Power 223% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 darkness +8 mind While equipped: Stats +9 Str dps ---------- Crit.mult +10.00% Dmg.mod +21% physical Res.pen +16% physical Acc +42 (+6 eff.) Apr +21 Melee Ret 8 mind ----- def ----- Resists +9% darkness +6% acid ---------- misc Stam/ret +4.00 Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 211% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 lightning +8 physical On Hit.r1 +24 fire On Hit: * 28% chance to inflict 15% damage reduction * 20% chance to curse the target On Crit: * cripple the target While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +16.0% Dmg.mod +6% lightning +6% physical ----- def ----- Phys.save +30 (+0 eff.) Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 220% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 acid On Hit.r1 +16 arcane While equipped: dps ---------- Res.pen +15% acid +15% physical Melee Ret 8 acid 12 physical ----- def ----- Phys.save +30 (+0 eff.) Curse of Shrouds Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 186% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Phasing +30% Melee+ +56 insidious poison While equipped: dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +4 (+0 eff.) Acc +4 (+1 eff.) Apr +3 ----- def ----- Resists +4% physical Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 209% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Lightning Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 mind On Hit: * Slows global speed by 27% * leeches stamina from the target On Crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing While equipped: Stats +4 Dex +10 Con dps ---------- Phys.crit +21.0% Phys.pwr +41 (+3 eff.) Res.pen +21% physical Melee Ret 28 nature slow On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +3% darkness +6% blight Spell.save +40 (+0 eff.) Disarm- +45% ---------- misc Max.hate +8.00 Infravis +4 Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 209% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +13 nature +16 temporal On Hit.r1 +4 temporal While equipped: Stats +3 Dex dps ---------- Dmg.mod +19% physical Res.pen +10% temporal +30% physical Acc +22 (+3 eff.) Apr +30 ---------- misc Max.stam +10.00 Curse of Shrouds Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 192% Range: 1.3x Uses 70% Wil, 79% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+1 eff.) Res.pen +30% physical Acc +8 (+1 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Curse of Misfortune Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 5 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 196% Range: 1.3x Uses 40% Wil, 35% Cun, 105% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Curse of Madness Worm Rot: Level 2.0 Pwr.cost 17 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 68.51 acid and 74.06 blight damage. If not cleared after five turns it will inflict 420.48 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 194% Range: 1.3x Uses 40% Wil, 108% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Curse of Nightmares Creeping Darkness: Level 3.0 Pwr.cost 11 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 251.88 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 185% Range: 1.3x Uses 40% Wil, 100% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 Curse of Corpses A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 198% Range: 1.3x Uses 40% Wil, 102% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc Curse of Corpses During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 170% Range: 1.3x Uses 40% Wil, 50% Mag, 122% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 182% Range: 1.3x Uses 40% Wil, 55% Mag, 112% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+0 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 167% Range: 1.3x Uses 40% Wil, 100% Cun, 50% Mag Dmg Fire Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +8 darkness While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +6% physical Acc +6 (+1 eff.) Apr +5 ----- def ----- Resists +30% fire Curse of Nightmares Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature Power 173% Range: 1.3x Uses 40% Wil, 100% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +36 insidious poison +11 temporal +7 nature +24 mind While equipped: ----- def ----- Resists +6% fire Curse of Shrouds Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 219% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +84 insidious poison +4 physical On Hit.r1 +12 lightning On Crit.r2 +8 acid On Crit: * cripple the target While equipped: dps ---------- Phys.crit +40.0% Crit.mult +28.00% Apr +20 ----- def ----- HP.reg +0.80 Curse of Madness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 216% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 temporal On Crit.r2 +12 arcane While equipped: dps ---------- Dmg.mod +16% physical Res.pen +34% physical Acc +21 (+3 eff.) Apr +35 Melee Ret 26 temporal ----- def ----- Armour +4 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +7% arcane +39% temporal Cut- +20% Curse of Madness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Nature Power 216% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 temporal +27 nature On Hit.r1 +8 mind On Crit.r2 +16 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 29 arcane resource burn ----- def ----- Resists +30% lightning +9% cold +12% nature Spell.save +43 (+0 eff.) Curse of Corpses Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 207% Range: 1.5x Uses 196% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +23 mind On Hit: * 20% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+2 eff.) Dmg.mod +10% mind +10% physical Res.pen +7% physical Acc +7 (+1 eff.) Apr +9 ----- def ----- Armour +6 Resists +15% mind ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Shrouds A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 201% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% Curse of Nightmares This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 218% Range: 1.5x Uses 199% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash Curse of Madness The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 218% Range: 1.5x Uses 199% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Acc +20 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Madness Reckless Strike: Level 6.0 Pwr.cost 11 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 319% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 227% Range: 1.5x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical Curse of Shrouds The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 210% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Nightmares This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 216% Range: 1.6x Uses 181% Wil, 50% Mag, 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 502 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Curse of Nightmares Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 13 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 225% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit: * 25% chance to put talents on cooldown While equipped: Stats +1 Str +3 Con dps ---------- Acc +17 (+2 eff.) ----- def ----- Defense +20 (+3 eff.) Crit.dmg- 15.00% Disarm- +63% ---------- misc See.Invis +9 Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 201% Range: 1.6x Uses 199% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Misfortune This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 218% Range: 1.6x Uses 199% Wil, 60% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Nightmares Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 196% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Shrouds Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 217% Range: 1.6x Uses 193% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Misfortune Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 5 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Psionic Power 211% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 acid +17 temporal +20 nature On Hit.r1 +8 acid On Hit: * 20% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% acid Curse of Madness Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 185% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Misfortune A brutal weapon of countless blades. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 227% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +8 darkness On Hit: * 41% chance to corrode armour by 30% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +21.0% Mind.crit +4% Crit.mult +5.00% Res.pen +21% acid ----- def ----- Resists +9% lightning +6% fire HP.reg +4.00 Cut- +10% ---------- misc Psi/ret +0.12 Curse of Madness Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This sword appears weightless, and nearly invisible. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 171% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 211% Range: 1.6x Uses 187% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 lightning +8 arcane On Hit.r1 +12 arcane On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +10 Str dps ---------- Dmg.mod +38% physical Res.pen +5% nature +21% physical Acc +19 (+3 eff.) Apr +16 Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature +3% acid ---------- misc Stam/ret +4.00 Curse of Nightmares Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +8 Proj.spd +200% Ranged+ +12 fire On Hit.r1 +4 mind On Hit: * 20% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +17% fire +17% temporal +17% physical Res.pen +12% physical +15% temporal ----- def ----- Resists +6% lightning ---------- misc Cooldown Arrow Stitching -1 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +5 Str +2 Dex dps ---------- Crit.mult +15.00% Phys.pwr +29 (+2 eff.) Acc +4 (+1 eff.) ----- def ----- Fatigue -8% Phys.save +15 (+0 eff.) ---------- misc Light +3 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Madness This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +9 fire On Crit.r2 +2 arcane While equipped: dps ---------- Dmg.mod +15% fire Res.pen +10% fire ----- def ----- Resists +5% arcane +3% fire Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +53 nature On Hit: * 30% chance to daze at end of turn * Slows global speed by 53% * 40% chance to disease While equipped: Stats +6 Str +18 Dex +6 Mag +6 Wil +11 Cun +6 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +18% lightning +36% physical +23% nature ----- def ----- Resists +11% all ---------- misc Max.hate +4.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) Curse of Nightmares Steady Shot: Level 2.0 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 188% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Curse of Misfortune Corrosive Worm: Level 4.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 95 acid damage in a 4 radius ball. This damage will increase by 72% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 200% Range: 1.4x Uses 172% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-3 eff.) Curse of Shrouds The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T3 longsword 1H weapon [Unique] Steamtech Power 194% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% Curse of Misfortune This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 196% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 blight +4 temporal On Hit.r1 +8 lightning On Hit: * 20% chance to disease While equipped: Stats +11 Str dps ---------- Dmg.mod +9% lightning +22% physical Acc +23 (+3 eff.) ----- def ----- Resists +12% temporal ---------- misc Stam/ret +3.40 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Nature Power 189% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +50 insidious poison While equipped: Stats +9 Cun +6 Str dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% mind Res.pen +25% temporal ----- def ----- Resists +12% temporal ---------- misc Max.psi +50.00 See.Invis +12 Telepathy Dragon Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Nature/Psionic Power 180% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +40 insidious poison +12 fire On Hit.r1 +12 fire On Hit: * 11% chance to inflict 15% damage reduction * 20% chance to torment the target * 20% chance to curse the target While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +6% fire Res.pen +9% mind +8% darkness Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 202% Range: 1.4x Uses 113% Wil, 110% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 179.04 arcane and 210.80 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+3 eff.) ---------- misc Talents +1 Soul Purge Curse of Corpses Lightning: Level 3.6 Pwr.cost 2 out of 3/3. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful beam of lightning, doing 607.28 to 1821.84 damage The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 209% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +30 ice While equipped: dps ---------- Phys.crit +11.0% Spell.crit +3% Mind.crit +4% Crit.mult +20.00% S.pwr/crit +6 Res.pen +15% mind +14% cold Apr +15 Melee Ret 8 acid On Hit (Melee): * 51% chance to corrode armour by 30% ----- def ----- Armour +14 ---------- misc Mana/s.crit +3.00 Max.hate +6.00 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 193% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 419.64 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Curse of Misfortune Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 13 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Psionic Power 198% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +23 ice On Hit: * 35% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +9% arcane +3% mind Res.pen +15% acid +15% cold +10% mind Melee Ret 8 arcane ----- def ----- Armour +15 Resists +9% mind +9% temporal HP.reg +2.10 Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Misfortune Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 193% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 111% Melee+ +21 mind On Hit: * 30% chance to cause random gloom While equipped: Stats +10 Dex +6 Wil +6 Cun dps ---------- Dmg.mod +6% mind Res.pen +13% nature +15% fire Acc +13 (+2 eff.) Melee Ret 8 physical ----- def ----- Resists +4% physical +8% all Phys.save +12 (+0 eff.) ---------- misc Stam/turn +0.20 Curse of Nightmares Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Psionic Power 199% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living On Crit.r2 +30 ice On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Res.pen +14% cold ----- def ----- Armour +14 Resists +6% blight +9% cold +6% mind +9% lightning Cut- +20% Stun/Frz- +15% ---------- misc Max.mana +100.00 Curse of Corpses Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 194% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Curse of Misfortune Rush: Level 6.0 Pwr.cost 7 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 202% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Curse of Nightmares Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 26 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Dreamforge Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+2 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+1 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Curse of Madness Forge Bellows: Level 6.0 Pwr.cost 11 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 198.92 mind damage, 359.76 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 18.65 mind and 33.72 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. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural mindstar calls for a summoner. Power 107% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 20% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +8% acid +16% fire +6% cold +11% physical Res.pen +2% acid +2% fire +4% cold +6% physical Melee Ret 12 fire ----- def ----- Resists +6% fire Phys.save +4 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +4 (+0 eff.) Max.HP +10.00 HP.reg +1.00 ---------- misc Equi/ret +1.10 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 T5 mindstar 1H weapon [Random Unique] Nature This natural fire should be returned to the wyrm. This natural mindstar calls for a summoner. Power 111% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) All.spd +5% Dmg.mod +19% acid +32% fire +13% cold +13% physical Res.pen +7% acid +27% fire +8% cold +9% physical Melee Ret 20 fire ----- def ----- Armour +2 Defense +9 (+1 eff.) Rng.Def +9 (+2 eff.) Resists +16% fire +3% nature +6% light Spell.save +10 (+0 eff.) ---------- misc Equi/ret +2.00 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 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 75% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Curse of Shrouds Rage: Level 4.0 Pwr.cost 7 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 37 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades 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 (+2 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Curse of Nightmares Wayist: (Instant) Level 1.0 Pwr.cost 26 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. 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 This psionic mindstar hates not to be wrathful. Power 112% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +17% mind +25% darkness Res.pen +15% mind +12% darkness On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% blight +9% nature +6% light Max.HP +36.00 HP.reg +1.50 Stun/Frz- +10% ---------- misc Hate/kill +4.00 Psi/kill +3.00 Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Curse of Misfortune Inflict 640.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 9 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. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Steady Shot -1 Scatter Shot -2 Curse of Shrouds A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +24 nature While equipped: Stats +6 Str dps ---------- Spell.crit +1% Phys.pwr +15 (+1 eff.) Dmg.mod +19% physical Res.pen +12% nature ----- def ----- Resists +6% all Dur/telep +40% ---------- misc Mana/s.crit +1.00 Max.mana +40.00 Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Curse of Madness Bull Shot: Level 4.0 Pwr.cost 7 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 185% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 physical On Hit.r1 +12 physical While equipped: Stats +3 Str dps ---------- Phys.crit +10.0% Spell.crit +8% Crit.mult +12.00% Phys.pwr +15 (+1 eff.) Spell.pwr +25 (+3 eff.) Dmg.mod +30% fire Acc +15 (+2 eff.) On Hit (Melee): * 40% chance to blind ----- def ----- Defense +28 (+4 eff.) Resists +3% physical ---------- misc Stam/turn +1.40 Light +10 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 685.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 214% Range: 1.2x Uses 190% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+1 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Curse of Corpses Channel Staff: Level 2.0 Pwr.cost 4 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 171% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Curse of Shrouds Create 2 living shards of crystal to serve you for 10 turns. Uses 20 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 185% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Con dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +13.00% Spell.pwr +30 (+3 eff.) Dmg.mod +30% lightning +6% mind ----- def ----- Resists +3% darkness +9% lightning Spell.save +6 (+0 eff.) HP.reg +3.40 Heal.mod +47% ---------- misc Max.hate +4.00 Max.psi +30.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 188% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Phys.pwr +8 (+1 eff.) Spell.pwr +12 (+1 eff.) S.pwr/crit +6 Dmg.mod +33% fire ----- def ----- Armour +8 Hardiness +3% Phys.save +8 (+0 eff.) ---------- misc Stam/turn +0.40 Mana/turn +0.24 Max.mana +49.00 Max.stam +15.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 185% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to blind While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Crit.mult +10.00% Spell.pwr +26 (+3 eff.) Dmg.mod +30% blight +6% light +6% arcane ----- def ----- Resists +9% blight +10% temporal +7% darkness Anom.red +16 Def/telep +35 Res/telep +10% Dur/telep +29% ---------- misc Mana/turn +0.10 Light +2 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 194% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Spell.crit +5% Crit.mult +30.00% Spell.pwr +40 (+4 eff.) Melee+ 26 fire Dmg.mod +40% light Res.pen +10% physical Apr +2 Melee Ret 4 physical ---------- misc Mana/turn +0.31 See.Invis +13 Talents +1 Command Staff Curse of Corpses Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 179% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+3 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Madness Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 7 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 175% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +4 Con dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +11.00% Spell.pwr +15 (+2 eff.) Dmg.mod +20% cold On Hit (Melee): * 8% chance to blind ----- def ----- Defense +9 (+1 eff.) Resists +9% nature +9% lightning Spell.save +20 (+0 eff.) HP.reg +0.80 Heal.mod +16% ---------- misc Light +3 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 3 cooldown Level 1.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 508.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 175% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Misfortune Arcane Supremacy: Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 155% Range: 1.2x Uses 40% Wil, 50% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+1 eff.) Confus- +20% ---------- misc Max.mana +50.00 Curse of Misfortune The bottom part of Telos' broken staff. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam Curse of Madness A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 155% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill Curse of Nightmares "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 194% Range: 1.5x Uses 162% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 Melee+ +16 blight On Hit.r1 +8 arcane On Hit: 10% Epidemic 5 On Hit: * 19% chance to disease * Random elemental explosion On Crit: * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% Res.pen +17% acid +17% fire +17% lightning +17% cold ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +3% light +1% physical Phys.save +9 (+0 eff.) Spell.save +33 (+0 eff.) Disease- +35% Pinning- +10% Stun/Frz- +5% ---------- misc Talents +3 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 193% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 49% chance to daze at end of turn * Random elemental explosion While equipped: Stats +7 Str +6 Mag +5 Wil dps ---------- Spell.pwr +13 (+1 eff.) Dmg.mod +15% physical Res.pen +17% acid +10% blight +17% fire +14% cold +17% lightning Acc +15 (+2 eff.) ----- def ----- Resists +3% darkness +24% lightning ---------- misc Stam/ret +2.50 Curse of Corpses One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 187% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Stats +2 Str dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +8% physical Acc +8 (+1 eff.) ----- def ----- Max.HP +30.00 HP.reg +0.40 ---------- misc Stam/turn +0.60 Stam/ret +1.00 Curse of Shrouds One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 207% Range: 1.2x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 Curse of Madness The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 207% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 40% chance to daze at end of turn While equipped: Stats +14 Str dps ---------- Dmg.mod +30% physical Acc +29 (+4 eff.) Melee Ret 8 darkness 4 blight On Hit (Melee): * 20% chance to disease ---------- misc Stam/ret +4.70 Curse of Madness One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 209% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 Curse of Corpses This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Psionic Power 176% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 darkness Against +14% Living While equipped: Stats +6 Dex dps ---------- Dmg.mod +30% arcane ----- def ----- Resists +5% arcane ---------- misc Infravis +3 See.Invis +27 Curse of Madness One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 194% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +7.0% Atk.spd 100% Melee+ +16 nature On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +11 (+1 eff.) S.pwr/crit +8 Dmg.mod +15% physical Res.pen +17% acid +15% physical +17% fire +17% lightning +17% cold Apr +15 Melee Ret 24 blight ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +9% nature Spell.save +6 (+0 eff.) ---------- misc Max.mana +60.00 Curse of Nightmares One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 174% Range: 1.4x Uses 162% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% acid +3% temporal Res.pen +8% physical Acc +15 (+2 eff.) Apr +6 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +8 (+1 eff.) Disarm- +23% Curse of Nightmares One-handed war axes. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 174% Range: 1.1x Uses 60% Wil, 96% Cun, 50% Mag Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+1 eff.) Curse of Misfortune Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 5 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Curse of Madness Surround yourself with a magical shield (strength 431, based on Magic) for 10 turns. Uses 9 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +6 Wil +10 Cun dps ---------- Mind.crit +7% Crit.mult +9.00% Spell.pwr +6 (+1 eff.) Phasing +30% Apr +2 Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +3 (+0 eff.) Resists +10% acid +10% fire +10% lightning +9% cold Phys.save +10 (+0 eff.) ---------- misc Max.stam +10.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Curse of Misfortune Release a radius 4 chilling blast, instantly dealing 1276.75 cold damage and condensing the air into freezing vapors that deal 425.58 cold damage (based on Magic) each turn for 10 turns. Uses 13 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +4 Con dps ---------- Spell.crit +5% Crit.mult +31.00% Spell.pwr +8 (+1 eff.) Dmg.mod +11% arcane Res.pen +21% arcane Phasing +30% Apr +2 ----- def ----- Armour +6 Defense +2 (+0 eff.) Phys.save +6 (+0 eff.) ---------- misc Mana/turn +0.16 Max.mana +52.00 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 [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) Mov.spd +10% ----- def ----- Defense +10 (+1 eff.) Phys.save +10 (+0 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Curse of Misfortune Finally. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Con dps ---------- Mind.crit +4% Mind.pwr +9 (+1 eff.) Dmg.mod +17% acid +12% nature +15% darkness +13% mind Res.pen +19% mind Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +5 (+1 eff.) Resists +25% acid +3% darkness +3% blight Poison- +35% Disease- +37% ---------- misc Psi/turn +0.60 Max.psi +28.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] While equipped: Curse of Misfortune Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+0 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss Curse of Nightmares This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +3% fire +16% cold +3% arcane +17% darkness On Hit (Melee): * 20% chance to disease ----- def ----- Defense +5 (+1 eff.) Resists +25% darkness +24% cold Spell.save +21 (+0 eff.) ---------- misc Mana/turn +0.08 Max.vim +30.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+0 eff.) Curse of Corpses Send out a range 5 beam of kinetic energy, dealing 208.96 to 261.20 physical damage (based on Willpower and Cunning) with knockback. Uses 5 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Spell.pwr +16 (+2 eff.) Dmg.mod +18% temporal +3% light +3% darkness +16% physical +23% mind +20% all Res.pen +15% temporal +12% physical Melee Ret 20 light ----- def ----- Defense +5 (+1 eff.) Resists +20% mind +9% darkness Anom.red +15 ---------- misc Light +3 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Curse of Shrouds Phase door up to range 6, within radius 2 of the target location. Uses 11 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Curse of Misfortune Jump to a nearby location within range 7, blasting everything within radius 2 (545 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (908 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 8 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +25% fire Melee Ret 16 arcane 16 fire ----- def ----- Armour +1 Defense +4 (+0 eff.) Rng.Def +4 (+1 eff.) Fatigue +1% Resists +5% arcane Curse of Shrouds A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Curse of Madness Boost speed by 70% (based on Cunning). Uses 22 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +3 Cun +9 Con dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Melee Ret 12 blight 16 mind ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +13% cold Phys.save +25 (+0 eff.) Mind.save +26 (+3 eff.) HP.reg +5.50 Heal.mod +30% ---------- misc Max.hate +4.00 Curse of Corpses A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +12% darkness Res.pen +8% physical Melee Ret 4 temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue -4% Resists +11% lightning +27% temporal Phys.save +8 (+0 eff.) ---------- misc Max.enc +37 Curse of Corpses Blindside: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 62 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Spell.pwr +4 (+0 eff.) Melee Ret 4 light ----- def ----- Armour +4 Fatigue -3% Resists +6% light Phys.save +9 (+0 eff.) Max.HP +20.00 Silence- +29% Confus- +31% Stun/Frz- +28% ---------- misc Max.enc +23 Stam/turn +0.40 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Shrouds "It's a treacherous road to the top of the world." |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Curse of Nightmares Telekinetic Leap: Level 3.0 Pwr.cost 9 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +8 Mag +10 Wil +11 Lck dps ---------- Spell.crit +4% Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 19.00% Stealth +11 ---------- misc Mana/turn +0.37 Max.mana +40.00 Infravis +2 Curse of Shrouds A pair of boots made of leather. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +5 Wil +6 Cun dps ---------- Melee+ 10 acid 8 fire 10 cold 15 mind 9 lightning Dmg.mod +8% mind Res.pen +20% darkness ----- def ----- Armour +3 Resists +6% acid +4% physical +16% light +10% mind +10% darkness Mind.save +20 (+2 eff.) Silence- +15% ---------- misc Infravis +2 Unarmed combat: Power 186% Range: 1.4x Uses 89% Wil, 89% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +18 ice +29 fire +22 acid +29 lightning On Crit.r2 +43 darkness +15 mind +50 light On Hit: 20% Psychic Lobotomy 5 Curse of Madness Starfall: Puts all charms on 9 cooldown Level 1.0 Pwr.cost 9 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 473.49 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 Unarmed combat: Power 174% Range: 1.1x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 Curse of Misfortune 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. |
![]() 1.5 T1 hands armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Melee+ 5 light Dmg.mod +4% light Res.pen +10% blight Phasing +20% Melee Ret 16 acid ----- def ----- Armour +1 Resists +6% light Unarmed combat: Power 168% Range: 1.4x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit: * 6% chance to blind Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 172% Range: 1.1x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Curse of Madness Throw Boulder: Level 2.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 637.88 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+0 eff.) Unarmed combat: Power 168% Range: 1.4x Uses 89% Wil, 89% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Curse of Misfortune Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 191% Range: 1.4x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Curse of Shrouds Gauntlets. But with steam power! |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.pwr +10 (+1 eff.) Melee+ 7 darkness Dmg.mod +5% darkness Res.pen +10% blight ----- def ----- Armour +1 Resists +6% darkness Heal/summ +30 Unarmed combat: Power 164% Range: 1.1x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 40% chance to disease * 6% chance to inflict 15% damage reduction Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Wil +5 Con dps ---------- Melee+ 19 darkness 15 acid Dmg.mod +10% darkness +10% acid Res.pen +15% darkness ----- def ----- Armour +3 Resists +24% darkness +10% acid Mind.save +10 (+1 eff.) Die.at -40.00 life Disease- +20% Disarm- +49% Stun/Frz- +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 188% Range: 1.4x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +13 acid On Hit: 10% Disarm 5 On Hit: 10% Acid Breath 5 On Hit: * 13% chance to inflict 15% damage reduction Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag dps ---------- Phys.crit +9.0% Spell.crit +10% Mind.crit +17% Crit.mult +11.00% Dmg.mod +11% arcane +6% nature Acc +8 (+1 eff.) On Hit (Melee): * Slows global speed by 15% * 30% chance to daze at end of turn ----- def ----- Armour +3 Resists +9% fire Phys.save +9 (+0 eff.) Mind.save +8 (+1 eff.) Disarm- +37% Unarmed combat: Power 186% Range: 1.1x Uses 89% Wil, 50% Mag, 89% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +10 arcane +8 lightning On Hit: 10% Perfect Control 5 On Crit: 20% Cripple 5 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +2 Cun dps ---------- Melee+ 12 fire Dmg.mod +10% fire Acc +33 (+4 eff.) Melee Ret 12 physical ----- def ----- Armour +3 Resists +9% fire Phys.save +12 (+0 eff.) Max.HP +20.00 ---------- misc Stam/turn +1.00 Cooldown Double Strike -1 Unarmed combat: Power 191% Range: 1.4x Uses 89% Wil, 89% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Acc +19 Apr +15 Crit +31.0% Atk.spd 83% On Crit.r2 +14 fire On Hit: 10% Set Up 5 On Hit: 10% Fire Breath 5 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+1 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Curse of Madness No self respecting craftsman would be caught without them! |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Curse of Corpses Call Lightning: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 313.29 to 939.87 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 Curse of Nightmares This jeweled crown shimmers with colors. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Curse of Nightmares Bellowing Roar: Level 3.0 Pwr.cost 20 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 370.84 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Curse of Shrouds Earth's Eyes: Level 2.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +8 Dex +5 Con dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +9% blight Res.pen +10% light Melee Ret 16 nature ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Curse of Shrouds A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta Curse of Nightmares A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +3 Wil +10 Cun dps ---------- S.pwr/crit +4 Dmg.mod +6% blight +9% arcane Acc +12 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +11 (+2 eff.) Fatigue +5% Resists +25% cold Spell.save +40 (+0 eff.) ---------- misc Light +4 Infravis +7 See.Invis +9 Breathe water Curse of Nightmares A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +10 Dex +5 Con dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +6% nature Res.pen +20% arcane Melee Ret 8 nature 4 arcane On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Fatigue +5% Resists +21% acid +25% darkness +3% nature Phys.save +25 (+0 eff.) ---------- misc Infravis +8 Curse of Shrouds A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% Curse of Shrouds A Helmet. But with steam power! |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +9 Dex +7 Wil dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +9% fire +19% physical Phys.save +15 (+0 eff.) Spell.save +9 (+0 eff.) Blind- +10% Stun/Frz- +10% Knockbk- +10% Teleport- +15% Curse of Shrouds A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Curse of Nightmares Wormhole: Level 1.0 Pwr.cost 7 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Cun +12 Dex dps ---------- Dmg.mod +12% blight Apr +7 ----- def ----- Armour +11 Fatigue +5% Resists +6% mind +6% temporal Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Infravis +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +19 Dex +5 Wil dps ---------- Spell.crit +4% S.pwr/crit +6 Melee Ret 12 arcane ----- def ----- Armour +11 Fatigue +5% Resists +50% darkness +6% mind ---------- misc Infravis +20 Curse of Madness A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Dex +5 Cun +17 Lck dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Apr +8 ----- def ----- Armour +15 Fatigue +5% Resists +18% darkness +18% temporal Cut- +15% Pinning- +10% ---------- misc Psi/ret +0.12 Max.hate +6.00 Max.psi +40.00 Infravis +12 Curse of Shrouds A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +15 Str dps ---------- Dmg.mod +6% darkness Res.pen +15% arcane +10% darkness Melee Ret 10 physical 12 light 29 mind ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +7% arcane +6% light +7% all Phys.save +15 (+0 eff.) Skullcr.mult +3 Curse of Madness Skullcracker: Puts all charms on 9 cooldown Level 6.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5326.2 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 14.0 T4 heavy armor [Rare] Psionic While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Dmg.mod +15% physical Res.pen +20% nature Acc +8 (+1 eff.) Melee Ret 16 nature ----- def ----- Armour +16 Defense +4 (+0 eff.) Fatigue +16% Resists +9% mind Mind.save +22 (+2 eff.) Die.at -40.00 life Curse of Nightmares A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Curse of Corpses Turn yourself invisible (power 58, based on Cunning and Magic) for 10 turns. Uses 22 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+0 eff.) ---------- misc Talents +1 Medical Urgency Vest Curse of Misfortune This light leather armour features a special medical injector. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Misfortune No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Dex dps ---------- S.pwr/crit +12 Melee+ 23 acid 20 fire Dmg.mod +3% acid Melee Ret 36 acid 16 fire ----- def ----- Armour +8 Defense +13 (+2 eff.) Fatigue +8% Resists +21% acid +30% fire +6% darkness +29% cold Phys.save +20 (+0 eff.) ---------- misc Max.mana +80.00 Max.vim +20.00 Curse of Misfortune A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +6 Dex dps ---------- Melee+ 12 acid 15 fire Dmg.mod +9% blight Res.pen +10% blight +10% mind Melee Ret 9 acid 8 fire ----- def ----- Armour +7 Defense +7 (+1 eff.) Fatigue +8% Resists +23% acid +14% fire +6% mind +3% blight Phys.save +7 (+0 eff.) Max.HP +30.00 Curse of Corpses A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Random Unique] Master While equipped: Stats +6 Str +2 Mag +5 Con dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane Res.pen +5% blight Melee Ret 20 arcane ----- def ----- Armour +16 Defense +9 (+1 eff.) Fatigue +26% Resists +19% lightning +21% fire Max.HP +70.00 Curse of Shrouds A suit of armour made of metal plates. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Curse of Nightmares Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Defense +25 (+4 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+0 eff.) Spell.save +25 (+0 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Curse of Misfortune Link of Pain: (Instant) Level 3.0 Pwr.cost 7 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+0 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Curse of Misfortune Cleanse up to 3 poisons or wounds detrimental effects. Uses 6 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +9% fire Res.pen +25% nature +10% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +17% acid +6% fire Curse of Corpses A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Madness Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee+ 10 acid Res.pen +15% blight Melee Ret 33 acid ----- def ----- Armour +18 Hardiness +9% Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +30% lightning +20% physical Mind.save +12 (+1 eff.) ---------- misc Equi/ret +0.12 Talents +5 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +12 Con dps ---------- Res.pen +15% nature +10% mind On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 40% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +25 (+4 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +39% acid +3% temporal Proj.evade +17% ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major Talents +5 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Corpses Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Shrouds "With this, no one will ever harm you again." |
![]() 7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Crit.mult +6.00% Melee+ 9 acid Res.pen +20% physical Melee Ret 24 acid 22 mind ----- def ----- Armour +8 Defense +19 (+3 eff.) Rng.Def +19 (+3 eff.) Fatigue +14% Resists +6% mind Die.at -92.00 life ---------- misc Talents +4 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +15% lightning +20% fire Melee Ret 4 light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +24% acid +52% fire +25% lightning +25% cold ---------- misc Talents +5 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 T4 shield armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +2 Defense +10 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +8% Resists +27% fire Crit.dmg- 18.00% ---------- misc Telepathy Humanoid/Orc Talents +4 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Melee Ret 20 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +11% fire +24% cold +6% light +15% darkness ---------- misc Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Nightmares Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 188% Range: 1.4x Uses 101% Wil, 86% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 22 Ranged+ +11 acid +11 darkness +16 mind Against +12% Living On Crit.r2 +8 mind On Crit: * splashes the target with acid Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 217% Range: 1.4x Uses 126% Wil, 50% Mag, 61% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. Curse of Misfortune These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 218% Range: 1.4x Uses 101% Wil, 86% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +35 Crit +20.0% Capacity 22 Proj.spd +200% Ranged+ +17 temporal +12 blight +16 fire +27 nature +35 cold On Hit.r1 +8 fire On Crit.r2 +8 fire +15 cold Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 173% Range: 1.4x Uses 101% Wil, 50% Mag, 86% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns Curse of Nightmares A vile poison drips from the tips of these arrows. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 198% Range: 1.4x Uses 101% Wil, 60% Mag, 86% Cun Dmg Void Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 Curse of Misfortune An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Psionic Power 189% Range: 1.4x Uses 101% Wil, 86% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +21 lightning +8 temporal +26 darkness +21 cold +4 arcane Against +21% Living On Hit.r1 +16 acid On Crit.r2 +4 acid On Hit: * 49% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Curse of Corpses Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +11 Str +7 Con dps ---------- Phys.crit +5.0% ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -9% Resists +14% darkness Affinity +15% darkness Die.at -40.00 life ---------- misc Light +1 Infravis +8 While carried: ---------- misc Talents +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 34 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 32 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light On Hit (Melee): * 30% chance to blind * 15% chance to corrode armour by 30% ----- def ----- Resists +9% light +6% acid Mind.save +6 (+1 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +7 Curse of Nightmares 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 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Curse of Madness Call light (167 power, based on Willpower). Uses 5 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 Curse of Misfortune 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 T5 lite [Random Unique] Disrupt/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% nature +3% physical +5% arcane +6% all Crit.dmg- 5.00% Phys.save +30 (+0 eff.) Spell.save +35 (+0 eff.) Mind.save +15 (+1 eff.) Stun/Frz- +20% ---------- misc Light +7 See.Stealth +20 See.Invis +25 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Curse of Shrouds 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% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 power out of 359/400 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 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. |
![]() 3.0 T3 shot ammo [Random Unique] Nature/Master Power 189% Range: 1.2x Uses 40% Wil, 50% Mag, 136% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +13.0% Capacity 61 Ranged+ +8 lightning +8 arcane On Crit.r2 +9 lightning +4 acid On Hit: * 20% chance to corrode armour by 30% On Crit: * cripple the target While equipped: ---------- misc Reload +3 Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 214% Range: 1.2x Uses 40% Wil, 50% Mag, 136% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +25 Apr +18 Crit +31.0% Capacity 22 Proj.spd +200% Ranged+ +8 arcane +12 light On Hit.r1 +8 arcane On Crit.r2 +4 lightning +4 light On Crit: * cripple the target Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 177% Range: 1.2x Uses 40% Wil, 50% Mag, 136% Cun Dmg Nature Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! Curse of Misfortune A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% fire Acc +16 (+2 eff.) ----- def ----- Phys.save +6 (+0 eff.) Die.at -40.00 life ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Curse of Shrouds Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+0 eff.) ---------- misc Light +2 Curse of Nightmares Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 625 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 15 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T1 wand charm [Ego] Arcane Curse of Shrouds Fire a bolt of a random element with (base) damage 34 to 67 Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% 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 (+1 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Coochie the Ogre Adventurer level 37
2nd Decay 122nd year of Ascendancy at 08:03 see stats
By Coochie the Ogre Adventurer level 31
33rd Haze 122nd year of Ascendancy at 08:18 see stats
By Coochie the Ogre Adventurer level 36
64th Haze 122nd year of Ascendancy at 08:52 see stats
By Coochie the Ogre Adventurer level 41
8th Allure 123rd year of Ascendancy at 03:41 see stats
By Coochie the Ogre Adventurer level 50
37th Pyre 123rd year of Ascendancy at 21:50 see stats
By Coochie the Ogre Adventurer level 40
10th Decay 122nd year of Ascendancy at 08:42 see stats
By Coochie the Ogre Adventurer level 39
6th Decay 122nd year of Ascendancy at 16:27 see stats
By Coochie the Ogre Adventurer level 9
5th Mirth 122nd year of Ascendancy at 14:47 see stats
By Coochie the Ogre Adventurer level 23
4th Dusk 122nd year of Ascendancy at 18:14 see stats
By Coochie the Ogre Adventurer level 50
16th Dusk 123rd year of Ascendancy at 12:31 see stats
By Coochie the Ogre Adventurer level 32
62nd Haze 122nd year of Ascendancy at 03:41 see stats
By Coochie the Ogre Adventurer level 16
5th Flare 122nd year of Ascendancy at 09:30 see stats
By Coochie the Ogre Adventurer level 49
29th Pyre 123rd year of Ascendancy at 11:30 see stats
By Coochie the Ogre Adventurer level 50
48th Dusk 123rd year of Ascendancy at 17:38 see stats
By Coochie the Ogre Adventurer level 27
53rd Dusk 122nd year of Ascendancy at 13:27 see stats
By Coochie the Ogre Adventurer level 42
8th Allure 123rd year of Ascendancy at 04:50 see stats
By Coochie the Ogre Adventurer level 16
5th Flare 122nd year of Ascendancy at 09:30 see stats
By Coochie the Ogre Adventurer level 10
5th Mirth 122nd year of Ascendancy at 15:42 see stats
By Coochie the Ogre Adventurer level 20
5th Flare 122nd year of Ascendancy at 19:34 see stats
By Coochie the Ogre Adventurer level 30
61st Dusk 122nd year of Ascendancy at 01:20 see stats
By Coochie the Ogre Adventurer level 40
7th Decay 122nd year of Ascendancy at 01:42 see stats
By Coochie the Ogre Adventurer level 50
33rd Pyre 123rd year of Ascendancy at 11:30 see stats
By Coochie the Ogre Adventurer level 37
2nd Decay 122nd year of Ascendancy at 08:08 see stats
By Coochie the Ogre Adventurer level 50
12nd Dusk 123rd year of Ascendancy at 21:09 see stats
By Coochie the Ogre Adventurer level 30
61st Dusk 122nd year of Ascendancy at 02:24 see stats
By Coochie the Ogre Adventurer level 50
16th Dusk 123rd year of Ascendancy at 12:31 see stats
By Coochie the Ogre Adventurer level 48
2nd Pyre 123rd year of Ascendancy at 14:03 see stats
By Coochie the Ogre Adventurer level 31
61st Dusk 122nd year of Ascendancy at 09:00 see stats
By Coochie the Ogre Adventurer level 23
47th Dusk 122nd year of Ascendancy at 08:20 see stats
By Coochie the Ogre Adventurer level 20
5th Flare 122nd year of Ascendancy at 20:11 see stats
By Coochie the Ogre Adventurer level 39
6th Decay 122nd year of Ascendancy at 17:21 see stats
By Coochie the Ogre Adventurer level 31
33rd Haze 122nd year of Ascendancy at 08:18 see stats
By Coochie the Ogre Adventurer level 13
7th Mirth 122nd year of Ascendancy at 04:42 see stats
By Coochie the Ogre Adventurer level 31
33rd Haze 122nd year of Ascendancy at 08:18 see stats
By Coochie the Ogre Adventurer level 31
46th Haze 122nd year of Ascendancy at 04:07 see stats
By Coochie the Ogre Adventurer level 50
16th Dusk 123rd year of Ascendancy at 12:31 see stats
By Coochie the Ogre Adventurer level 29
61st Dusk 122nd year of Ascendancy at 01:05 see stats
By Coochie the Ogre Adventurer level 15
5th Flare 122nd year of Ascendancy at 04:37 see stats
By Coochie the Ogre Adventurer level 44
74th Regrowth 123rd year of Ascendancy at 10:06 see stats
By Coochie the Ogre Adventurer level 4
5th Mirth 122nd year of Ascendancy at 01:56 see stats
By Coochie the Ogre Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Coochie the Ogre Adventurer level 36
64th Haze 122nd year of Ascendancy at 00:17 see stats
Log
Coochie deactivates Hymn Nocturnalist.
Coochie deactivates Overkill.
Coochie deactivates Arcane Combat.
Coochie deactivates Weapon Folding.
Coochie deactivates Shadow Combat.
Coochie deactivates Eternal Suffering.
Coochie deactivates Augmentation.
Coochie deactivates Shadow Feed.
Coochie deactivates Dreamforge.
Coochie deactivates Blade Flurry.
Coochie deactivates Hymn of Shadows.
Coochie deactivates Lacerating Strikes.
Coochie deactivates Bleak Outcome.
Coochie deactivates Weapon of Light.
Coochie deactivates Mental Tyranny.
Coochie deactivates Searing Sight.
Coochie deactivates Horrifying Blows.
Coochie deactivates Quicken Spells.
Coochie deactivates Volatile Poison.
Coochie deactivates Gloom.
Coochie deactivates Chant of Fortress.
Coochie deactivates Beyond the Flesh.
Coochie deactivates Abyssal Shield.
Coochie deactivates Share the Pain.
Coochie deactivates Daunting Presence.
Coochie deactivates Exploit Weakness.
Coochie deactivates Lichform.
Coochie deactivates Precise Strikes.
Coochie deactivates Arcane Feed.
Coochie deactivates Apply Poison.