











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: QuickTome: Remove Stat Requirements 1.4.8 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 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.
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
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. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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. 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. 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:
(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.
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. 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
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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: 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 68 / 59% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 472.85410196625 (base 78) |
Dexterity | 341.7082039325 (base 78) |
Constitution | 396.7082039325 (base 78) |
Magic | 146.85410196625 (base 78) |
Willpower | 175.7082039325 (base 78) |
Cunning | 221.7082039325 (base 78) |
Resources
Mana | 2286/2506 |
Negative | 1571/1571 |
Life | 42722/43017 |
Paradox | 300 |
Equilibrium | 0 |
Vim | 1837/1837 |
Steam | 174/174 |
Positive | 1571/1571 |
Stamina | 1775/1885 |
Psi | 2115/2247 |
Healing Factor | 2.0535643350027 |
Regeneration | 749.22868674469 |
Speed
Mental | +327.2986039166% |
Attack | +200% |
Movement | +558.12367606187% |
Spell | +346.47887529302% |
Global | +720.32924671318% |
Vision
Sight | 10 |
Lite | -972 |
Infravision | 21 |
See Stealth | 144.24635990399 |
See Invisible | 161.95456383649 |
Stealth | 78.908860322347 |
Offense: Mainhand
Damage | 3607 |
Accuracy | 210 |
Crit Chance | 446% |
APR | 449 |
Speed | 0.23 |
Offense: Spell
Spellpower | 197 |
Crit Chance | 100% |
Speed | 0.22397476237677 |
Cooldown Reduction | 160.65 |
Offense: Mind
Mindpower | 179 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +139% |
Blight | +149% |
Arcane | +154% |
Cold | +134% |
All | +5% |
Mind | +151% |
Lightning | +159% |
Light | +312% |
Temporal | +139% |
Physical | +148% |
Darkness | +337% |
Fire | +419% |
Nature | +139% |
Offense: Damage Penetration
Acid | +154% |
Blight | +154% |
Arcane | +167% |
Cold | +154% |
All | +20% |
Mind | +154% |
Lightning | +154% |
Light | +154% |
Temporal | +154% |
Physical | +154% |
Darkness | +191% |
Fire | +179% |
Nature | +154% |
Defense: Base
Armour (hardiness) | 681.32372138841 (100%) |
Defense | 168 |
Ranged Defense | 173 |
Fatigue | 0 |
Physical Save | 234 |
Spell Save | 234 |
Mental Save | 234 |
Defense: Resistances
Acid | + 66%(100%) |
Blight | + 66%(100%) |
Arcane | +100%(100%) |
Cold | + 66%(100%) |
All | +151%(100%) |
Mind | + 66%(100%) |
Lightning | + 66%(100%) |
Light | + 66%(100%) |
Temporal | + 66%(100%) |
Physical | + 66%(108%) |
Darkness | + 66%(115%) |
Fire | + 66%(100%) |
Nature | + 66%(100%) |
Defense: Immunities
Silence Resistance | 96% |
Pinning Resistance | 100% |
Knockback Resistance | 84% |
Confusion Resistance | 100% |
Fear Resistance | 84% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 50% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: -7 Travel Speed: 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 834 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Heart of Fire | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Tactical | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Reaving combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom covenant | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cursed / Cursed aura | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Demonic strength | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 9.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Hymns | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 13.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Chronomancy / Fate Weaving | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 13.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 5.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Feedback | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
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Effects
talent | Arcane Combat |
talent | Blade Flurry |
talent | Range Amplification Device |
talent | Dark Ritual |
talent | Lacerating Strikes |
talent | Tale of Destruction |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Precise Strikes |
talent | Willful Tormenter |
talent | Spellcraft |
talent | Shadow Combat |
talent | Arcane Feed |
talent | Apply Poison |
talent | Shadow Feed |
talent | Volatile Poison |
talent | Gloom |
talent | Quicken Spells |
talent | Overkill |
talent | Chant of Resistance |
talent | Hymn of Shadows |
talent | Augmentation |
talent | Abyssal Shield |
talent | Share the Pain |
talent | Fiery Hands |
talent | Ruin |
talent | Leeching Poison |
talent | Stealth |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 11.9)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +36% critical damage, +31% off-hand weapon damage Power 2+: -1 Luck, +23 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 7.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+73% global speed). Clarity |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.7 and stamina regeneration by 2.5. Soothing Darkness |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +8 Maximum Physical Resistance Power 2+: -1 Luck, +17 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 23 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 15 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 6.9)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 4%) for 4 turns. Power 1+: Nightwalker: +31 Darkness Resistance, +15% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% 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 34% for 3 turns. |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
beneficial effect | Countering melee attacks: Has a 88% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +16 Defense, +8 Ranged Defense Power 2+: -1 Luck, +15 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+54% chance to avoid traps). Power 4+: Unfortunate End: There is a 40% chance that the damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
You abandoned injured seer to death. Escort: injured seer (level 13 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 25 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 14 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 35 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 7 of Infinite Dungeon) | failed |
You abandoned lost tinker to death. Escort: lost tinker (level 8 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 19 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 51 of Infinite Dungeon) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 20 of Infinite Dungeon) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 24) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 31) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48) | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 34)0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 10) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 11) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 32)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 43)You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 15) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 21) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 44) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 47) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 49) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level in less than 114 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (114) (Level 42)Turns left: 77 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 222 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (222) (Level 27)Turns left: 81 You completed the challenge and received: Random Artifact: Cobrakiss | done |
Leave the level in less than 240 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (240) (Level 29)Turns left: 211 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 336 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (336) (Level 41)Turns left: -1 | failed |
Leave the level in less than 360 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (360) (Level 28)Turns left: 251 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 378 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (378) (Level 39)Turns left: 365 You completed the challenge and received: Random Artifact: Scaldtrencher (Misfortune) (187% power, 6 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 4.0 T5 longbow 1H weapon Reqs Shoot [Unique] Arcane Power 181% 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 (+2 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 [Random Unique] Arcane/Master Power 224% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Nature Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Capacity 23 Ranged+ +20 temporal +4 light +20 bleed On Hit.r1 +8 light On Crit.r2 +8 temporal +4 nature +4 light On Hit: * 69% chance to gain 10% of a turn (3/turn limit) * 20% chance to blind On Crit: * wounds the target for 7 turns: 63 bleeding, 107% reduced healing * cripple the target Curse of Nightmares Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+0 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 204, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Misfortune Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 2740.08 darkness damage (based on Mindpower and charge). Uses 4 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% darkness Melee Ret 16 darkness 12 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Fatigue +5% Resists +27% fire ---------- misc Infravis +3 Curse of Madness A cap made of leather. |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Str +5 Dex +5 Cun +4 Con dps ---------- Dmg.mod +27% fire Melee Ret 12 fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 Curse of Madness Rush: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 25/25. Range 8 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. A pair of boots made of leather. |
Tool | ![]() 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +10 Str +8 Wil +3 Con dps ---------- Phys.crit +12.0% Mind.crit +15% Phys.pwr +10 (+1 eff.) Dmg.mod +12% mind ----- def ----- Armour +4 HP.reg +0.40 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +9% fire Res.pen +20% fire ----- def ----- Spell.save +22 (+0 eff.) Mind.save +9 (+0 eff.) Confus- +33% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+0 eff.) Mind.pwr +5 (+0 eff.) Dmg.mod +5% all On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% light +6% cold Max.HP +90.00 HP.reg +1.40 Heal.mod +23% Curse of Misfortune Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+0 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 Curse of Madness A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
In main hand | ![]() 3.0 T3 trident 2H weapon [Rare] Psionic Power 205% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +20 lightning On Crit.r2 +4 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +5% fire Melee Ret 12 lightning 4 fire On Hit (Melee): * 15% chance to daze at end of turn Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Dex +12 Cun +3 Con dps ---------- Melee+ 8 physical Dmg.mod +9% physical Acc +20 (+2 eff.) Apr +11 ----- def ----- Armour +12 Resists +14% darkness +6% fire Spell.save +9 (+0 eff.) Disease- +5% Stun/Frz- +10% ---------- misc Infravis +3 Unarmed combat: Power 207% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +19 Apr +24 Crit +20.0% Atk.spd 125% Melee+ +24 darkness On Hit.r1 +13 physical On Crit.r2 +13 physical On Hit: 15% Perfect Strike 5 On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Curse of Madness Steady Shot: Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+2 eff.) Proj.evade +15% Proj.slow +30% Curse of Corpses Evasion: (Instant) Level 4.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 44% chance to evade melee and ranged attacks and 117 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +6 Wil +6 Cun dps ---------- Spell.crit +6% Crit.mult +30.00% Spell.pwr +10 (+1 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +15% arcane +25% darkness Res.pen +13% arcane +12% darkness ----- def ----- Defense +4 (+1 eff.) Resists +25% darkness +21% temporal Crit.dmg- 5.00% Mind.save +20 (+1 eff.) Stealth +23 ---------- misc Max.mana +100.00 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. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+2 eff.) All.spd +15% Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Shrouds This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 0.4 potion [Unique] Arcane Quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 tome scroll [Unique] Arcane Gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns. Uses 328 power out of 1000/1000 This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() 0.1 T4 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning +10% nature Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +25% blight +34% nature +12% lightning Poison- +44% Disease- +32% Curse of Corpses Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +4 Cun +6 Con dps ---------- Mind.pwr +10 (+1 eff.) Mov.spd +10% Dmg.mod +9% mind ----- def ----- Fatigue -7% Mind.save +30 (+2 eff.) HP.reg +0.40 Heal/summ +30 ---------- misc Stam/turn +0.60 Curse of Misfortune Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +6 Mag +10 Wil dps ---------- S.pwr/crit +6 Dmg.mod +6% nature Res.pen +10% nature +5% temporal Melee Ret 12 temporal On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +3% blight +25% temporal +18% nature Pinning- +50% Knockbk- +50% ---------- misc Mana/turn +0.58 Max.mana +56.00 Curse of Madness Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +2 Cun +7 Lck dps ---------- Acc +6 (+0 eff.) ----- def ----- Defense +8 (+1 eff.) Resists +6% nature +9% cold Spell.save +9 (+0 eff.) Unseen.red 12% Curse of Madness Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Curse of Misfortune Summon an elder vampire to your side for 15 turns. Uses 20 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Curse of Shrouds Juggernaut: (Instant) Level 2.0 Pwr.cost 10 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Con +5 Wil dps ---------- Crit.mult +20.00% Spell.pwr +14 (+1 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +11% blight +12% fire +6% light Res.pen +15% arcane ----- def ----- Resists +20% light +22% darkness Crit.dmg- 15.00% Mind.save +11 (+1 eff.) Blind- +42% Confus- +18% Curse of Misfortune Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +2 (+1 eff.) Apr +2 ----- def ----- Resists +10% light +12% darkness Max.HP +30.00 Blind- +21% Curse of Madness Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Dex +5 Wil +4 Con dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Fatigue -8% Mind.save +14 (+1 eff.) Confus- +20% ---------- misc Light +3 See.Invis +12 Telepathy Demon/Minor Demon/Major Curse of Nightmares Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +6 Dex +2 Mag +20 Lck dps ---------- Crit.mult +15.00% Res.pen +20% mind Acc +20 (+2 eff.) Melee Ret 16 fire ----- def ----- Defense +20 (+3 eff.) Fatigue -10% Crit.dmg- 15.00% Unseen.red 20% Heal/summ +30 Curse of Shrouds Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Curse of Corpses Create a reflective shield (50% reflection rate, 442 strength, based on Magic) for 5 turns. Uses 8 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+0 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Curse of Shrouds Unleash a destructive wail, destroying terrain and dealing 1712.59 physical damage (based on Magic) in a radius of 3. Uses 20 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 Curse of Madness This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. Curse of Shrouds "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +32% darkness Res.pen +10% darkness +20% fire Melee Ret 20 darkness 21 fire ----- def ----- Resists +26% temporal +9% darkness +6% fire Pinning- +44% Knockbk- +44% Curse of Corpses Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +7% ----- def ----- Armour +10 Resists +12% light Spell.save +9 (+0 eff.) Mind.save +6 (+0 eff.) Heal/summ +20 Pinning- +25% Stun/Frz- +10% Teleport- +50% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Telepathy Humanoid/Orc Curse of Misfortune Teleport you randomly (rad 60) Puts all charms on 5 cooldown Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +3% nature Res.pen +25% arcane +5% blight Melee Ret 12 nature 20 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +3% nature +6% arcane Max.HP +71.00 Disarm- +72% Pinning- +69% Knockbk- +76% Curse of Nightmares Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Cun +4 Mag dps ---------- Spell.pwr +11 (+1 eff.) Dmg.mod +9% nature +16% fire Melee Ret 12 darkness ----- def ----- Fatigue -6% Resists +32% fire +6% darkness +5% arcane ---------- misc Max.enc +32 Curse of Corpses 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 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% acid +15% mind Melee Ret 20 acid ----- def ----- Armour +6 Resists +38% acid Max.HP +40.00 Heal.mod +0% Curse of Nightmares Rings can have magical properties. |
![]() 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 Corpses 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] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Armour +6 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +12% blight +6% temporal Disease- +10% Teleport- +15% Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +6 Melee Ret 12 nature On Hit (Melee): * Slows global speed by 36% ----- def ----- Resists +6% acid Spell.save +9 (+0 eff.) Silence- +38% ---------- misc Mana/turn +0.48 Mana/s.crit +3.00 Curse of Corpses 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 Corpses Dark Tendrils: Level 2.0 Pwr.cost 14 out of 50/50. Range 9 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 115 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 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% mind +18% light Melee Ret 22 mind 12 light ----- def ----- Resists +6% light Mind.save +13 (+1 eff.) Confus- +44% Curse of Corpses Rings can have magical properties. |
![]() 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 Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 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/Dual techniques +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +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/Superiority +0.30 Technique/Pugilism +0.30 Technique/Shield defense +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons Curse of Corpses 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] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +6% nature Res.pen +20% nature Acc +18 (+1 eff.) On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +15% nature +9% acid Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% cold Melee Ret 12 mind ----- def ----- Resists +14% blight +38% cold +15% nature +9% lightning Max.HP +50.00 Poison- +28% Disease- +30% Disarm- +46% Pinning- +48% Knockbk- +41% ---------- misc Light +2 Infravis +3 Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +0% ----- 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 Shrouds "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +24% acid +15% physical Acc +10 (+1 eff.) ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +15% acid Mind.save +13 (+1 eff.) Confus- +44% Curse of Nightmares Rings can have magical properties. |
![]() 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 Corpses Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 60.73 cold and 64.36 physical damage (based on Willpower) each turn and knocking opponents back. Uses 20 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Curse of Misfortune Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil +3 Mag dps ---------- Dmg.mod +20% light Res.pen +31% physical On Hit (Melee): * 38% chance to blind * 38% chance to inflict 15% damage reduction ----- def ----- Defense +11 (+2 eff.) Rng.Def +11 (+1 eff.) Resists +40% light ---------- misc Light +3 Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +25% physical On Hit (Melee): * Slows global speed by 34% ----- def ----- Fatigue -8% Resists +9% darkness Spell.save +34 (+0 eff.) ---------- misc Max.enc +32 Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Mov.spd +20% Acc +12 (+1 eff.) ----- def ----- Defense +12 (+2 eff.) Resists +9% lightning Heal/summ +40 ---------- misc Max.hate +8.00 Max.psi +50.00 Telepathy Dragon Curse of Nightmares Blinding Speed: Puts all charms on 14 cooldown Level 12.0 Pwr.cost 14 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 86% for 5 turns. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Wil +6 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +9 (+1 eff.) ----- def ----- Fatigue -8% Resists +9% lightning +3% fire +5% arcane Spell.save +11 (+0 eff.) Stun/Frz- +5% ---------- misc Max.enc +29 Max.stam +24.00 Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +24% Acc +31 (+3 eff.) Apr +14 On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Defense +32 (+4 eff.) Resists +21% blight +12% temporal +15% nature +9% acid Poison- +30% Disease- +29% ---------- misc Light +3 Curse of Shrouds Disengage: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +10 Dex dps ---------- Melee+ 11 bleed Ranged+ 14 bleed Acc +20 (+2 eff.) On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Resists +9% acid +9% darkness +19% blight +9% cold +10% nature +3% light Poison- +15% Disease- +28% ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Curse of Corpses Bleeding Edge: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +12 Mag +8 Wil +4 Cun +4 Con dps ---------- Spell.pwr +11 (+1 eff.) Dmg.mod +9% arcane Melee Ret 16 arcane ---------- misc Vim/s.crit +3.00 Infravis +3 Telepathy Dragon Curse of Madness Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+0 eff.) Curse of Nightmares Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 216% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +24 acid +20 darkness On Hit.r1 +12 darkness +12 blight On Crit.r2 +12 blight On Hit: * 52% chance to inflict 15% damage reduction On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 20 darkness ----- def ----- Resists +9% darkness +9% blight Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 208% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Phasing +20% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str dps ---------- Spell.crit +6% Spell.pwr +8 (+0 eff.) ---------- misc See.Invis +9 Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 237% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Corpses This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 213% Range: 1.3x Uses 70% Wil, 40% Dex, 50% Mag 30% Cun 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 (+0 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Curse of Corpses Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 4 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] Nature Power 214% Range: 1.3x Uses 40% Wil, 65% Cun, 50% Mag 35% Dex 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 9 out of 40/40. Range 8 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 447.10 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 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 213% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Fire Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 73 bleeding, 112% reduced healing While equipped: Stats +2 Cun +8 Dex dps ---------- Phys.crit +12.0% Phys.pwr +12 (+1 eff.) Dmg.mod +6% fire Res.pen +10% darkness ---------- misc Telepathy Humanoid/Orc Curse of Corpses Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 194% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+2 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 189% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind +5 temporal While equipped: dps ---------- Res.pen +15% mind Melee Ret 5 temporal ----- def ----- Resists +3% nature +4% temporal Curse of Madness Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 234% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 blight On Hit.r1 +8 temporal On Hit: 10% Epidemic 5 On Hit: * 50% chance to gain 10% of a turn (3/turn limit) * 28% chance to disease While equipped: Stats +10 Str dps ---------- Dmg.mod +3% nature +42% physical Res.pen +21% physical Acc +20 (+2 eff.) Apr +21 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature +3% blight Disease- +42% ---------- misc Stam/ret +4.00 Curse of Shrouds Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 244% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 acid +28 temporal +23 nature On Hit.r1 +4 temporal On Crit.r2 +12 nature On Hit: * 58% chance to corrode armour by 30% * Slows global speed by 58% * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +3% mind +6% acid On Hit (Melee): * Slows global speed by 43% Curse of Corpses Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 234% Range: 1.6x Uses 40% Wil, 115% Str, 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 812 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 Shrouds Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 10 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 T3 greatsword 2H weapon [Unique] Arcane Power 220% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% 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 Shrouds 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 236% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str 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 Shrouds 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 T1 greatsword 2H weapon [Normal] Power 194% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 202% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +12% Living On Crit.r2 +12 darkness While equipped: dps ---------- Spell.crit +2% Dmg.mod +9% blight ---------- misc Mana/s.crit +1.00 Max.vim +10.00 Curse of Madness Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 212% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% physical Acc +14 (+1 eff.) Apr +12 Curse of Nightmares Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 181% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Curse of Shrouds Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Power 181% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +10 Wil dps ---------- Ranged+ 30 light Dmg.mod +30% physical ---------- misc Light +1 Curse of Nightmares In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 214% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Curse of Corpses Rethread: Level 2.0 Pwr.cost 3 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 833.47 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 214% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 220% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Misfortune "All the better to pierce the heart of the world." |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 217% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On Crit: * cripple the target While equipped: Stats +1 Str +4 Mag +4 Wil dps ---------- Phys.crit +11.0% Melee Ret 4 light On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Curse of Misfortune Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 222% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str 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 Shrouds Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 20 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 [Rare] Nature/Psionic Power 114% 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% Melee+ +4 arcane +8 fire On Crit.r2 +20 fire While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +18.00% Mind.pwr +10 (+1 eff.) Dmg.mod +15% arcane Res.pen +25% fire ----- def ----- Resists +5% arcane Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This purifying mindstar will cleanse other mindstars. This mindstar will resonate with other psionic mindstars. Power 114% 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% On Hit: * 50 arcane resource burn * 40% chance to blind While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+1 eff.) Dmg.mod +8% arcane +10% mind Res.pen +10% arcane +10% mind Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 20 arcane resource burn ----- def ----- Resists +6% acid +8% mind +6% lightning +6% nature +10% arcane Dmg.Resnn +25% ---------- misc Psi/ret +2.50 Light +3 Curse of Corpses Destroy Magic: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 117% 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% Melee+ +8 lightning On Crit.r2 +8 lightning On Hit: * 48% chance to cause random gloom * 40% chance to daze at end of turn While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+1 eff.) Dmg.mod +12% blight +23% mind +25% darkness Res.pen +5% lightning +15% mind +12% darkness Melee Ret 12 mind ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+0 eff.) ---------- misc Equi/ret +2.50 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] 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% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +13% acid +13% physical +9% light +13% fire +13% cold Res.pen +9% acid +9% physical +7% fire +15% arcane +9% cold ----- def ----- Resists +6% acid +17% temporal +17% mind +9% nature Crit.dmg- 17.00% Spell.save +6 (+0 eff.) Mind.save +9 (+0 eff.) Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Master Power 194% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +19.0% Spell.crit +2% Crit.mult +32.00% Spell.pwr +6 (+0 eff.) Dmg.mod +15% physical Melee Ret 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 195% 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 (+1 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Curse of Nightmares Create 2 living shards of crystal to serve you for 10 turns. Uses 15 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 [Rare] Arcane Power 207% 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: dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) S.pwr/crit +10 Dmg.mod +30% acid +18% darkness Melee Ret 16 darkness ----- def ----- Armour +6 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +15% light +12% darkness Confus- +15% Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 197% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+1 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 Curse of Shrouds This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T4 staff 2H weapon [Rare] Master Power 202% 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 ---------- Phys.crit +8.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% physical Res.pen +10% mind ----- def ----- Crit.dmg- 15.00% Heal/summ +50 Knockbk- +15% ---------- misc Telepathy Dragon Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 202% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +12 nature While equipped: Stats +7 Con dps ---------- Phys.crit +9.0% Spell.crit +8% Crit.mult +12.00% Phys.pwr +13 (+1 eff.) Spell.pwr +30 (+3 eff.) Dmg.mod +25% darkness +9% fire Acc +13 (+1 eff.) On Hit (Melee): * 13% chance to blind ----- def ----- Defense +13 (+2 eff.) Resists +6% arcane +9% temporal +3% darkness +6% light HP.reg +1.70 Heal.mod +24% ---------- misc Light +5 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 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 802.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 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 +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% physical On Hit (Melee): * 7% chance to disease ----- def ----- Resists +6% acid +5% temporal +3% light +1% physical +7% darkness Anom.red +12 Cut- +15% Def/telep +14 Res/telep +8% Dur/telep +14% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Max.mana +44.00 Max.vim +14.00 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane Power 207% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+3 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Curse of Shrouds Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 194% Range: 1.2x Uses 170% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+1 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+0 eff.) ---------- misc Talents +1 Command Staff Curse of Madness Cure up to 6 diseases or poisons (based on Magic). Uses 4 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 217% 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% On Crit.r2 +4 nature While equipped: dps ---------- Spell.crit +4% Spell.pwr +22 (+2 eff.) Dmg.mod +43% lightning +6% arcane Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Resists +5% arcane ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 207% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+3 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal Curse of Nightmares A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 207% 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% Melee+ +24 fire While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+2 eff.) Melee+ 35 fire Dmg.mod +30% cold ----- def ----- Resists +5% arcane ---------- misc Infravis +3 See.Invis +20 Telepathy Demon/Minor Humanoid/Orc Demon/Major Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 198% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 Curse of Misfortune This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 207% 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 nature While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) Dmg.mod +30% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +9% fire +6% light ---------- misc 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 [Rare] Arcane Power 207% 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 Crit.r2 +16 nature While equipped: Stats +1 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) S.pwr/crit +7 Dmg.mod +30% acid ----- def ----- Resists +9% nature ---------- misc Hate/m.crit +2.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature/Master Power 194% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+0 eff.) Dmg.mod +15% darkness On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 2 cooldown Level 2.0 Pwr.cost 2 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 1081.16 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 207% 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% Phasing +10% While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.crit +5% Spell.pwr +22 (+2 eff.) Dmg.mod +30% acid +30% darkness +30% blight +30% fire +6% arcane Res.pen +15% blight +15% fire +15% darkness +15% acid Melee Ret 8 arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.34 Max.mana +72.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 190% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Power 181% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn Curse of Misfortune "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 214% Range: 1.5x Uses 40% Wil, 50% Mag, 110% Str Dmg Fire Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+2 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Curse of Madness Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 214% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Phasing +10% Melee+ +60 insidious poison +8 arcane On Crit: * wounds the target for 7 turns: 73 bleeding, 112% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +15 (+1 eff.) Res.pen +20% blight +13% physical Acc +15 (+1 eff.) Apr +15 ----- def ----- Spell.save +30 (+0 eff.) ---------- misc Max.vim +50.00 Curse of Shrouds One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 198% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Disrupt/Master Power 209% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Res.pen +10% physical Acc +13 (+1 eff.) Apr +8 Melee Ret 8 mind ----- def ----- Resists +11% acid +12% fire +11% cold +3% nature +17% lightning Spell.save +9 (+0 eff.) ---------- misc Psi/ret +0.16 Curse of Madness One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Curse of Nightmares Generate a personal shield that absorbs up to 523 damage and damages attackers striking the wearer for 339 fire damage while it lasts (based on Cunning). Uses 8 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.crit +2% Mind.pwr +15 (+1 eff.) ----- def ----- Resists +9% acid +9% blight Phys.save +7 (+0 eff.) Mind.save +8 (+0 eff.) ---------- misc Hate/m.crit +2.00 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Phys.crit +2.0% Crit.mult +6.00% Mind.pwr +12 (+1 eff.) Melee Ret 8 physical ----- def ----- Armour +4 Fatigue -4% Phys.save +24 (+0 eff.) Mind.save +15 (+1 eff.) Max.HP +110.00 ---------- misc Mana/turn +0.56 Max.mana +60.00 Infravis +1 See.Invis +9 Telepathy Dragon Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +12 (+1 eff.) ----- def ----- Armour +6 Resists +19% fire +6% light +15% cold Crit.dmg- 21.00% Phys.save +55 (+0 eff.) Die.at -60.00 life Max.HP +70.00 Blind- +30% Poison- +10% Curse of Madness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Curse of Nightmares Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 8 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 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 Corpses Surround yourself with a magical shield (strength 467, based on Magic) for 10 turns. Uses 7 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. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Res.pen +10% arcane +20% nature Melee Ret 12 arcane On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +5% arcane Stealth +9 ---------- misc T.Disarm +10 Infravis +5 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Misfortune The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +18% temporal Melee Ret 24 fire On Hit (Melee): * 48% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Def/telep +18 Res/telep +18% Dur/telep +18% Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+1 eff.) Resists +6% lightning +3% fire +6% darkness Stealth +6 Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Str +5 Dex +5 Cun +11 Con dps ---------- Phys.crit +15.0% Mind.crit +15% Phys.pwr +22 (+2 eff.) Res.pen +10% temporal Melee Ret 8 acid 4 temporal On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid +9% temporal Phys.save +30 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +2 Curse of Corpses A belt that goes around your waist. |
![]() 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 1206.42 cold damage and condensing the air into freezing vapors that deal 402.14 cold damage (based on Magic) each turn for 10 turns. Uses 10 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 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance Curse of Misfortune This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+1 eff.) Resists +15% cold Phys.save +10 (+0 eff.) Curse of Shrouds This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Dex +11 Wil +4 Cun +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% light On Hit (Melee): * 33% chance to blind * 33% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) ---------- misc Light +2 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +9% lightning +17% physical +18% fire +3% temporal +7% cold Res.pen +20% fire ----- def ----- Resists +8% lightning +12% physical +7% cold +27% fire Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Con dps ---------- Mind.crit +5% Mind.pwr +5 (+0 eff.) Dmg.mod +9% light +16% fire +9% arcane +20% nature Res.pen +15% fire ----- def ----- Defense +5 (+1 eff.) Resists +36% fire +6% light +6% arcane Mind.save +29 (+2 eff.) Poison- +50% Disease- +50% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+0 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 Curse of Shrouds A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Spell.pwr +4 (+0 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +14% lightning +17% mind +9% arcane Res.pen +20% mind On Hit (Melee): * 30% chance to blind ----- def ----- Defense +5 (+1 eff.) Resists +21% lightning +22% mind +19% darkness Phys.save +18 (+0 eff.) Spell.save +17 (+0 eff.) Mind.save +39 (+3 eff.) ---------- misc Psi/turn +1.00 Mana/s.crit +2.00 Max.psi +36.00 The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Dmg.mod +15% temporal +20% physical Res.pen +15% temporal +15% physical On Hit (Melee): * 15% chance to blind ----- def ----- Armour +10 Defense +5 (+1 eff.) Resists +12% lightning +2% physical +41% darkness +17% cold +12% blight +12% fire +30% mind +12% light Phys.save +39 (+0 eff.) Spell.save +57 (+0 eff.) Mind.save +60 (+5 eff.) Anom.red +15 Die.at -20.00 life Cut- +10% The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+1 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 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. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+2 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% temporal +10% physical Curse of Misfortune Temporal Reprieve: Level 1.0 Pwr.cost 17 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Cun +9 Con dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +20% acid +20% darkness +3% mind +9% arcane +20% nature +20% light Res.pen +5% mind +5% arcane Melee Ret 12 fire 4 arcane 16 mind ----- def ----- Defense +5 (+1 eff.) Resists +30% acid +6% arcane Poison- +46% Disease- +50% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 3% chance to fail to operate properly (reduced by Cunning). Curse of Corpses Jump to a nearby location within range 7, blasting everything within radius 2 (983 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (1625 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 6 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 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% fire Melee Ret 24 acid 8 fire ----- def ----- Armour +3 Fatigue +3% Resists +15% acid +15% fire +12% nature ---------- misc Stam/turn +0.90 Max.stam +28.00 Curse of Corpses A pair of boots made of leather. |
![]() 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 (+1 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 [Rare] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Fatigue +5% Resists +9% lightning +12% fire +6% arcane Die.at -103.00 life Disease- +15% Knockbk- +25% ---------- misc Max.hate +8.00 Curse of Nightmares Disengage: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +6 (+1 eff.) Dmg.mod +24% physical Res.pen +20% physical Acc +14 (+1 eff.) Melee Ret 20 light ----- def ----- Armour +13 Fatigue +4% ---------- misc Stam/turn +1.30 Max.stam +40.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 16 nature On Hit (Melee): * Slows global speed by 43% ----- def ----- Armour +21 Defense +22 (+3 eff.) Fatigue +5% Resists +12% nature +12% temporal Mind.save +15 (+1 eff.) Blind- +10% Curse of Corpses Evasion: (Instant) Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 44% chance to evade melee and ranged attacks and 70 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Cun dps ---------- Dmg.mod +15% light Res.pen +25% light ----- def ----- Armour +3 Fatigue +3% Resists +6% light Crit.dmg- 18.00% ---------- misc Stam/turn +0.90 Hate/m.crit +3.00 Max.stam +28.00 See.Invis +15 Curse of Misfortune A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire +9% darkness +15% arcane Res.pen +35% arcane +38% fire ----- def ----- Armour +5 Fatigue +4% Resists +7% arcane +24% fire HP.reg +5.50 Heal.mod +30% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Curse of Madness Blink to a nearby random location within range 17 (based on Magic). Uses 8 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Curse of Misfortune Boots. But with steam power! |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +3 Mag +3 Wil +5 Con dps ---------- Spell.crit +3% Dmg.mod +7% physical Res.pen +15% acid Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +14 (+2 eff.) Fatigue +5% Resists +6% acid ---------- misc Mana/turn +0.10 Max.mana +33.00 Size +1 Curse of Nightmares Heave: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 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. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun +10 Mag dps ---------- Phys.crit +6.0% Mind.crit +6% Phys.pwr +4 (+1 eff.) Spell.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% blight Res.pen +15% darkness Apr +13 On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue -5% Resists +3% nature Phys.save +14 (+0 eff.) Disease- +50% ---------- misc Max.enc +50 Psi/ret +0.16 Hate/m.crit +4.00 Curse of Misfortune A pair of boots made of leather. |
![]() 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 199% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 125% Melee+ +10 crippling poison Curse of Misfortune Fire a poisonous bolt out to range 6 that deals 114 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 342 addition nature damage over 3 turns (damage based on Cunning). Uses 4 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +5 Cun +11 Con dps ---------- Acc +10 (+1 eff.) Apr +11 ----- def ----- Armour +3 Resists +5% arcane +9% fire Phys.save +28 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +10 (+0 eff.) HP.reg +5.80 Disarm- +50% ---------- misc Stam/turn +1.00 Psi/turn +0.29 See.Invis +6 Unarmed combat: Power 202% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +15 Crit +5.0% Atk.spd 167% Melee+ +29 physical On Hit: 15% Perfect Strike 5 On Hit: 10% Juggernaut 1 On Hit: 10% Second Wind 1 On Hit: * Slows global speed by 46% Curse of Corpses Steady Shot: Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+1 eff.) Dmg.mod +6% lightning ----- def ----- Armour +2 Pinning- +35% Stun/Frz- +10% Knockbk- +10% Unarmed combat: Power 204% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 211% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Curse of Madness Gauntlets. But with steam power! |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 197% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Curse of Shrouds Fire Breath: Level 2.0 Pwr.cost 8 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 4332.67 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 blight Dmg.mod +4% blight +4% arcane ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 186% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +4 arcane On Crit.r2 +6 blight +5 arcane On Hit: 20% Soul Rot 1 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all Curse of Madness This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 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 15 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 607.72 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 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+3 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Curse of Nightmares This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Wil dps ---------- Spell.pwr +8 (+0 eff.) Dmg.mod +18% lightning +16% fire ----- def ----- Defense +3 (+1 eff.) Resists +27% lightning +24% fire +6% darkness Phys.save +15 (+0 eff.) Disease- +20% Disarm- +15% Stun/Frz- +10% Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +20% nature Curse of Corpses A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Wil ----- def ----- Armour +9 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Fatigue +5% Resists +15% lightning +15% temporal +15% blight +3% cold +3% nature Phys.save +25 (+0 eff.) Mind.save +48 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Madness A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Cun +5 Str dps ---------- Dmg.mod +9% mind +21% physical Acc +4 (+0 eff.) Apr +5 ----- def ----- Defense +3 (+1 eff.) Resists +15% physical Phys.save +15 (+0 eff.) ---------- misc Equi/ret +0.16 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 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 +7 Str +7 Wil dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +9% temporal Res.pen +15% arcane Melee Ret 12 arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% physical +20% light +9% temporal +7% arcane +15% mind +18% darkness Phys.save +38 (+0 eff.) Curse of Shrouds A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Cun +10 Dex dps ---------- Crit.mult +11.00% Mind.pwr +2 (+0 eff.) Dmg.mod +9% mind Acc +23 (+2 eff.) On Melee Ret: * 36% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +24 (+3 eff.) Fatigue +5% HP.reg +0.40 Heal/summ +10 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Res.pen +15% lightning +15% arcane Melee Ret 5 light On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% acid +12% darkness +10% blight +17% cold +3% lightning ---------- misc Light +2 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% ---------- misc Max.psi +30.00 Curse of Madness A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+1 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+0 eff.) Curse of Misfortune This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +22 (+2 eff.) Spell.pwr +20 (+2 eff.) Mind.pwr +25 (+2 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +3% blight Res.pen +15% light On Hit (Melee): * 15% chance to blind * 42% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +17% lightning +9% light +9% darkness +10% arcane Spell.save +25 (+0 eff.) Curse of Madness A suit of armour made of leather. |
![]() 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 (+2 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 71, based on Cunning and Magic) for 10 turns. Uses 17 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+1 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Curse of Madness Blastwave: Level 4.0 Pwr.cost 4 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 1863.15 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +9 Str +4 Dex +8 Mag +18 Wil +17 Cun dps ---------- Melee Ret 4 acid ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +1% physical +3% light +26% fire +12% mind +3% temporal Phys.save +9 (+0 eff.) Mind.save +28 (+2 eff.) Max.HP +68.00 Curse of Shrouds A suit of armour made of leather. |
![]() 6.0 T3 mummy armor [Unique] Arcane A part of set. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Curse of Corpses Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T5 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +12% fire Res.pen +15% mind +30% fire Melee Ret 35 acid 16 fire 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 +18% mind +9% fire ---------- misc Talents +5 Block Curse of Corpses 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 Nightmares 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 T4 shield armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 8 lightning On Hit (Melee): * 20 arcane resource burn * 30% chance to daze at end of turn ----- def ----- Armour +22 Hardiness +16% Defense +10 (+2 eff.) Rng.Def +10 (+1 eff.) Fatigue +14% Resists +26% fire +31% physical ---------- misc Talents +4 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+2 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 T4 shield armor [Rare] Nature While equipped: dps ---------- Melee Ret 25 fire On Hit (Melee): * 37% chance to inflict 15% damage reduction On Melee Ret: * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+1 eff.) Fatigue +14% Resists +12% darkness +18% temporal ---------- misc Talents +4 Block Curse of Corpses Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Master Power 217% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Mind Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +8 mind +26 bleed On Hit.r1 +17 fire On Crit.r2 +4 mind On Crit: * wounds the target for 7 turns: 63 bleeding, 107% reduced healing * wounds the target for 7 turns: 63 bleeding, 107% reduced healing Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Nature/Master Power 210% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +10 Crit +2.0% Capacity 21 Rld cld 1 Ranged+ +8 darkness +17 temporal +17 nature On Crit.r2 +8 darkness On Hit: * 20% chance to inflict 15% damage reduction 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 Nightmares 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 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 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 (+0 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+0 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 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 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 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Phasing +30% ----- def ----- Fatigue -4% ---------- misc Mana/turn +0.04 While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 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. |
![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Crit.mult +35.00% Mind.pwr +10 (+1 eff.) Dmg.mod +9% darkness Res.pen +15% mind +25% darkness ----- def ----- Resists +21% lightning Phys.save +15 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +15 (+1 eff.) Heal.mod +28% ---------- misc Hate/m.crit +3.00 Light +4 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) ---------- misc Light +6 Breathe water Curse of Misfortune Tidal Wave: Level 4.0 Pwr.cost 27 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 7, doing 224.42 cold damage and 237.85 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 12 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Curse of Shrouds Release a will o' the wisp that will explode against your foes for 1116 cold damage (based on your Magic). Uses 7 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +39% lightning Res.pen +25% darkness +13% all Apr +15 On Hit (Melee): * 29 arcane resource burn * 43% chance to inflict 15% damage reduction ----- def ----- Resists +24% blight +12% cold +18% nature ---------- misc Light +6 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Curse of Corpses Echoes From The Void: Level 2.0 Pwr.cost 23 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 349.04 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 Curse of Shrouds A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 Curse of Corpses 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. |
![]() 0.0 T5 lite [Rare] Arcane While equipped: Stats +5 Str +3 Dex +8 Mag +2 Wil +5 Cun dps ---------- Spell.crit +2% Spell.pwr +10 (+1 eff.) ----- def ----- Fatigue -12% ---------- misc Mana/turn +0.08 Max.mana +100.00 Light +6 Infravis +3 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Mind.save +10 (+0 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Madness Sleep: Level 3.0 Pwr.cost 7 out of 25/25. Range 10 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Curse of Shrouds Flame: Level 6.0 Pwr.cost 3 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 3737.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+1 eff.) ---------- misc Infravis +2 Sight +1 Curse of Shrouds This antique spyglass is weathered from use, but seems well maintained. |
![]() 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 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 3080.57 fire damage (based on Magic). Uses 17 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 T5 shot ammo [Random Unique] Master/Psionic Power 231% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Acid Acc+ +0.1% dam / acc Apr +18 Crit +19.0% Capacity 21 Proj.spd +200% Ranged+ +8 acid +36 darkness +18 bleed +20 mind On Hit.r1 +8 darkness On Hit: * 40% chance to inflict 15% damage reduction * 55% chance to corrode armour by 30% * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 63 bleeding, 107% reduced healing Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Random Unique] Arcane/Master Power 209% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +8 acid +8 bleed +8 temporal On Hit.r1 +4 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion On Crit: * wounds the target for 7 turns: 63 bleeding, 107% reduced healing * splashes the target with acid Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +9% nature +9% acid Phys.save +40 (+0 eff.) Spell.save +20 (+0 eff.) Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +9 Telekinetic Blast Curse of Corpses Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +20% darkness ----- def ----- Armour +14 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Resists +15% acid +9% blight Phys.save +6 (+0 eff.) Spell.save +30 (+0 eff.) Blind- +15% Knockbk- +25% Curse of Corpses Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Str +10 Wil dps ---------- Melee Ret 12 light ---------- misc Light +3 Curse of Misfortune Remove up to 4 poisons or diseases from a target within range 11 (based on Willpower) Puts all charms on 4 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +33% lightning ----- def ----- Armour +8 Resists +9% blight +7% arcane +9% acid Poison- +30% Silence- +25% ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Curse of Nightmares Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +4 Resists +9% cold +2% physical Spell.save +45 (+0 eff.) Knockbk- +5% ---------- misc Talents +5 Rushing Claws Cooldown Rushing Claws -1 Curse of Shrouds Remove up to 4 poisons or diseases from a target within range 11 (based on Willpower) Puts all charms on 4 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+0 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Curse of Corpses Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 12 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% fire +3% darkness Melee Ret 4 acid 4 fire On Hit (Melee): * 39% chance to corrode armour by 30% ----- def ----- Resists +6% darkness +12% acid ---------- misc Wards +5 acid +5 nature +5 light Talents +2 Invoke Tentacle +1 Ward Cooldown Invoke Tentacle +10 Curse of Misfortune Harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70% Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% physical Melee Ret 8 acid 12 nature ----- def ----- Defense +11 (+2 eff.) Rng.Def +11 (+1 eff.) Resists +3% physical Phys.save +38 (+0 eff.) HP.reg +1.40 Curse of Misfortune Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 7 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 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 1135 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 12 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 10 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 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 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+0 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+0 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: 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Boo the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 11:28 see stats
By Boo the Yeek Adventurer level 41
3rd Mirth 122nd year of Ascendancy at 06:44 see stats
By Boo the Yeek Adventurer level 7
75th Pyre 122nd year of Ascendancy at 23:17 see stats
By Boo the Yeek Adventurer level 23
79th Pyre 122nd year of Ascendancy at 10:18 see stats
By Boo the Yeek Adventurer level 35
2nd Mirth 122nd year of Ascendancy at 07:44 see stats
By Boo the Yeek Adventurer level 49
4th Mirth 122nd year of Ascendancy at 15:18 see stats
By Boo the Yeek Adventurer level 57
5th Mirth 122nd year of Ascendancy at 05:44 see stats
By Boo the Yeek Adventurer level 67
6th Mirth 122nd year of Ascendancy at 11:56 see stats
By Boo the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 08:08 see stats
By Boo the Yeek Adventurer level 20
78th Pyre 122nd year of Ascendancy at 20:42 see stats
By Boo the Yeek Adventurer level 30
1st Mirth 122nd year of Ascendancy at 02:03 see stats
By Boo the Yeek Adventurer level 40
3rd Mirth 122nd year of Ascendancy at 05:40 see stats
By Boo the Yeek Adventurer level 50
4th Mirth 122nd year of Ascendancy at 15:51 see stats
By Boo the Yeek Adventurer level 21
79th Pyre 122nd year of Ascendancy at 06:29 see stats
By Boo the Yeek Adventurer level 14
77th Pyre 122nd year of Ascendancy at 22:02 see stats
By Boo the Yeek Adventurer level 14
77th Pyre 122nd year of Ascendancy at 19:45 see stats
By Boo the Yeek Adventurer level 21
79th Pyre 122nd year of Ascendancy at 04:02 see stats
By Boo the Yeek Adventurer level 5
74th Pyre 122nd year of Ascendancy at 21:57 see stats
By Boo the Yeek Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Boo deactivates Shadow Combat.
Boo activates Shadow Combat.
Boo deactivates Tale of Destruction.
Boo deactivates Stealth.
Boo deactivates Apply Poison.
Boo deactivates Volatile Poison.
Boo deactivates Precise Strikes.
Boo deactivates Ruin.
Boo deactivates Dark Ritual.
Boo deactivates Shadow Combat.
Boo deactivates Arcane Feed.
Boo deactivates Inner Power.
Boo deactivates Share the Pain.
Boo deactivates Quicken Spells.
Boo deactivates Range Amplification Device.
Boo deactivates Fiery Hands.
Boo deactivates Augmentation.
Boo deactivates Shadow Feed.
Boo deactivates Leeching Poison.
Boo deactivates Hymn of Shadows.
Boo deactivates Flame of Urh'Rok.
Boo deactivates Gloom.
Boo deactivates Arcane Combat.
Boo deactivates Willful Tormenter.
Boo deactivates Spellcraft.
Boo deactivates Lacerating Strikes.
Boo deactivates Abyssal Shield.
Boo deactivates Overkill.
Boo deactivates Blade Flurry.
Boo deactivates Chant of Resistance.