











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 37 / 38% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 87.170224963639 (base 60) |
| Dexterity | 24.340449927278 (base 10) |
| Constitution | 43.340449927278 (base 18) |
| Magic | 21.170224963639 (base 10) |
| Willpower | 108 (base 60) |
| Cunning | 68 (base 22) |
Resources
| Life | 1269/1269 |
| Hate | 49/106 |
| Equilibrium | 30 |
| Healing Factor | 0.98603803446975 |
| Regeneration | 14.051041991194 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Invisible | 15.340449927278 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 49 |
| Crit Chance | 28% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 49 |
| Crit Chance | 28% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Blight | +9% |
| Physical | +5% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +7% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.522593642275 (62.32946707186%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 10 |
| Physical Save | 48 |
| Spell Save | 39 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 24%( 71%) |
| Cold | + 36%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 24%( 76%) |
| Lightning | + 22%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Pinning Resistance | 20% |
| Confusion Resistance | 88% |
| Fear Resistance | 41% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 56 mind and 48 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 96 Mind damage, and deal 81 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 677. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polumina the pair of hardened leather boots (Nightmares) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Wil offense ------ Critical power +20.00% When Hit 8 mind defense ------ Armor +3 Fatigue -6% Resistance +12% mind Physical save +10 (+3 eff.) Spell save +9 (+3 eff.) other ------- Encumbrance +38 Vim-on-crit +2.00 Curse of Nightmares A pair of boots made of leather. |
| Light source | Duvomas the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Mag +3 Wil +8 Cun +3 Con offense ------ Damage +9% blight defense ------ Resistance +10% blight Mind save +18 (+4 eff.) Life Regen +8.00 other ------- Hate-on-crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Delimalerig (Corpses) (10 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Wil defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +4% Resistance +11% blight Mind save +28 (+7 eff.) Blind Resist +20% Pinning Resist +20% Knockbk Resist +20% other ------- See Invisibility +9 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Manogolen (Corpses) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +6 Str +5 Dex +6 Cun +4 Con offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +12% Critical power +11.00% Accuracy +20 (+6 eff.) defense ------ Armor +3 Crit Resistance 10.00% Physical save +10 (+3 eff.) Spell save +6 (+2 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Polasewe the Morningoblivion (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Wil +2 Cun offense ------ Damage +6% mind Ignore resists +5% light defense ------ Resistance +7% darkness Affinity +15% darkness other ------- Hate-on-crit +3.00 Max hate +6.00 Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Rhunik0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind defense ------ Resistance +9% acid Mind save +7 (+2 eff.) Life Regen +4.00 Confus Resist +46% other ------- Max stamina +20.00 Rings make your fingers look great! |
| On fingers | Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 337 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | truestriking stralite mace of massacre (Shrouds) (48-66 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 47.5 - 66.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+3 eff.) Ignore Armor +5 Curse of Shrouds Blunt and deadly. |
| Around waist | rough leather belt 'Nirondil' (Corpses)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +2 Cun +2 Con offense ------ Mind Crit +1% defense ------ Life +32.00 other ------- Light +2 Curse of Corpses A belt that goes around your waist. |
| In off hand | enhanced stralite mace of disruption (Madness) (38-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Disrupt Weapon Damage 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Damage Against +16% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +7 Str +7 Dex +5 Mag +3 Wil +8 Cun +6 Con Curse of Madness Blunt and deadly. |
| Cloak | wyrmwaxed cashmere cloak of implacability (Shrouds) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +7% acid +7% fire +7% lightning +8% cold Physical save +9 (+3 eff.) Mind save +9 (+2 eff.) Unlife -50.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Flashprophet (Madness) (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Disrupt/Master While equipped: Stats +2 Str +5 Con offense ------ Damage +18% lightning Ignore resists +15% fire When Hit 4 fire defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +16% blight +21% cold +15% nature +6% lightning Resist Against +12% Unnatural Life +96.00 Curse of Madness A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 257; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 655%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 808%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, nature, arcane, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 4 nature, 4 arcane, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (582.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 582.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eilinathra0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +3 Mag +4 Wil offense ------ Damage +12% temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 Masteries +0.22 Wild-gift/Antimagic Amulets make your neck look great! |
Jetseam0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +7 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +12% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 32% other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Amulets make your neck look great! |
Scaldrage the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Spellpower/crit +6 Damage +3% mind Ignore resists +5% arcane Ignore Shields +10% defense ------ Resistance +6% mind Physical save +10 (+3 eff.) Spell save +11 (+4 eff.) Mind save +11 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (107). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
wanderer's stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +4 Mag +6 Cun +6 Con offense ------ Spellpower/crit +4 Move Speed +10% defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.80 Mana/turn +0.14 Max mana +36.00 Amulets make your neck look great! |
warrior's copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical Healmod +12% Cut Resist +40% other ------- Stamina/turn +0.30 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 424 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Adyvena the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Mindpower +10 (+2 eff.) Damage +15% nature +12% physical Accuracy +30 (+9 eff.) defense ------ Resistance +30% nature other ------- EQ when Hit +0.12 Max stamina +30.00 Max psi +50.00 Rings make your fingers look great! |
Mardagund the Woewisp0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag +5 Wil +6 Cun offense ------ Spellpower +31 (+5 eff.) defense ------ Resistance +15% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +80.00 Max vim +40.00 Rings make your fingers look great! |
Nightterror the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag offense ------ Physical Power +30 (+7 eff.) Spellpower +23 (+4 eff.) Mindpower +32 (+8 eff.) On-Hit 22 light On-Ranged-Hit 33 light Damage +13% light +6% all Ignore resists +10% darkness When Hit 6 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 32% defense ------ Resistance +18% fire Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
pixie's stralite ring of light (+22%)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +5 Mag offense ------ Spellpower +12 (+2 eff.) Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
solipsist's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +7 (+1 eff.) defense ------ Life +55.00 Life Regen +7.00 Healmod +13% Rings make your fingers look great! |
solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+1 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
Gleamrazor (Corpses) (51-66 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Weapon Damage 51.0 - 66.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +16 light On-Hit, radius 1 +16 fire On-crit, radius 2 +20 light While equipped: offense ------ Damage +12% nature Ignore resists +20% light When Hit 6 light defense ------ Resistance +9% fire other ------- Light +2 Curse of Corpses Sharp, short and deadly. |
Spelldrinker (Madness) (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Curse of Madness Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Champion's Will (Shrouds) (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 7 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- 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 30 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. |
Shadeclash of the Blightspawn (Madness) (52-83 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 52.0 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Ignore Shields +30% On-hit +16 darkness Damage Against +16% Living On-Hit, radius 1 +12 nature On Hit: 20% Netherblast level 4 While equipped: Stats +6 Str +6 Dex offense ------ Combat Speed +10% Damage +13% physical Accuracy +44 (+12 eff.) When Hit 2 physical defense ------ Armor +6 Defense +20 (+10 eff.) On Spell Hit: 20% Netherblast level 4 Curse of Madness Massive two-handed swords. |
Corpathus (Madness) (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Curse of Madness 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. |
Crooked Club (Misfortune) (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Olydar the stralite mace (Madness) (42-59 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +13 light +5 cold Damage Against +25% Undead While equipped: offense ------ Damage +12% mind defense ------ Armor +4 Life Regen +2.00 other ------- EQ when Hit +0.12 Max hate +4.00 Curse of Madness Blunt and deadly. |
Dourrock (Corpses) (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +14.0% Attack Speed 100% On-Hit, radius 1 +12 temporal On Hit: * 16% chance to reduce armor by 12% * 11% chance to slow global speed by 68% * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 6 cold Damage +6% temporal +17% cold Ignore resists +15% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 32% defense ------ Armor +16 Resistance +3% darkness +18% cold Healmod +24% Heal-on-summon +50 other ------- Talents +1 Attune Mindstar Curse of Corpses Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glelaith (Corpses) (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Str +4 Wil offense ------ Physical Crit +1.0% Spell Crit +2% Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 10 cold 8 mind 3 darkness Damage +9% cold +5% mind +2% darkness Ignore resists +9% cold Ignore Shields +20% Ignore Armor +3 defense ------ Armor +12 Resistance +14% cold Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Writhing Essence of Nightmares (Madness) (15-16 power, 20 apr, darkness damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +20 Critical Rate +2.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +15 (+3 eff.) Damage +10% mind +10% darkness other ------- Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Curse of Madness Waking Nightmare: Effective talent level: 2.0 Power cost 40 out of 40/40. Range 7 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Inflicts 27.52 darkness damage each turn for 6 turns, and has a 31% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Eclipse (Shrouds) (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+2 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/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. |
Eilinitha (Misfortune) (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +17% Critical power +35.00% Spellpower +11 (+2 eff.) Damage +15% cold defense ------ Resistance +6% light Mind save +6 (+1 eff.) Life Regen +1.00 Healmod +15% other ------- Max psi +20.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Layiyariathra the ash vilestaff (Nightmares) (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Damage +12% mind +15% fire Ignore resists +5% mind defense ------ Defense +7 (+3 eff.) Resistance +3% light +5% arcane Life Regen +0.60 Healmod +14% other ------- Light +3 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 44.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (Corpses) (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+5 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Corpses Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Arcane Supremacy (Misfortune) (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Misfortune Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Brightvenom (Corpses) (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: * 20% chance to reduce all saves and defense by 39 While equipped: Stats +2 Str +8 Mag offense ------ Damage +6% fire defense ------ Crit Resistance 15.00% Curse of Corpses One-handed war axes. |
Curesting the steel waraxe (Shrouds) (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con offense ------ Physical Crit +6.0% Physical Power +25 (+6 eff.) Damage +3% nature Curse of Shrouds One-handed war axes. |
enhanced stralite waraxe of massacre (Nightmares) (36-50 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +7 Str +7 Dex +7 Mag +5 Wil +8 Cun +6 Con Curse of Nightmares One-handed war axes. |
inquisitor's stralite waraxe of torment (Misfortune) (32-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Disrupt/Psionic Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Deals 115 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Curse of Misfortune One-handed war axes. |
quick stralite waraxe of shearing (Nightmares) (31-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Ignore resists +10% all Accuracy +30 (+9 eff.) Ignore Armor +13 Curse of Nightmares One-handed war axes. |
Amydin the rough leather belt (Shrouds)1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+0 eff.) defense ------ Resistance +6% blight Crit Resistance 5.00% Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) other ------- Hate-on-crit +2.00 Curse of Shrouds A belt that goes around your waist. |
Destala's Scales (Nightmares) (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Curse of Nightmares Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Hanidil (Madness) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +5 Dex +13 Mag +5 Wil +4 Cun offense ------ Spell Crit +3% Mind Crit +6% Ignore resists +15% arcane defense ------ Defense +2 (+1 eff.) 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. |
Searpower the linen cloak (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con offense ------ Damage +6% fire On-Hit (Melee): * 10% chance to slow global speed by 68% defense ------ Defense +1 (+0 eff.) Resistance +3% fire other ------- Infravision +3 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. |
linen cloak 'Balimas' (Corpses) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil defense ------ Defense +1 (+0 eff.) Resistance +3% mind Crit Resistance 15.00% Mind save +6 (+1 eff.) other ------- Light +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xerynne' (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +3% blight +3% fire +6% light Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (Misfortune) (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+6 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss Curse of Misfortune This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Temporal Augmentation Robe - Designed In-Style (Corpses) (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag offense ------ Spellpower +23 (+4 eff.) Damage +20% physical +20% temporal Ignore resists +20% physical +20% temporal When Hit 10 temporal 20 physical defense ------ Armor +3 Defense +9 (+4 eff.) Resistance +10% physical +10% temporal +13% all Curse of Corpses Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 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. |
Gloomire of the Blightspawn (Corpses) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +2 Cun +4 Dex offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Damage +6% temporal Ignore resists +15% temporal Ignore Armor +8 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) When Hit: * 27% chance to reduce strength, dexterity, and constitution by 5 * 28% chance to reduce damage dealt by 32% defense ------ Armor +3 Resistance +9% darkness +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.60 Max stamina +23.00 Curse of Corpses Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 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 119% 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. |
Tempestreek (Madness) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +9 Cun +17 Dex offense ------ Accuracy +10 (+4 eff.) Ignore Armor +15 When Hit 6 lightning defense ------ Armor +3 Resistance +6% acid +9% light +15% lightning Crit Resistance 10.00% other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 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. |
Blacktreason of the Blightspawn (Madness) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +9 Wil offense ------ Damage +12% arcane When Hit 4 arcane On-Hit (Melee): * 20% chance to slow global speed by 68% When Hit: * 26% chance to reduce strength, dexterity, and constitution by 5 * 28% chance to reduce damage dealt by 32% defense ------ Armor +4 Fatigue +4% Resistance +18% blight +5% arcane Physical save +16 (+5 eff.) Mind save +19 (+5 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (Shrouds) (0 def, 10 armour)1.0 Encumbrance T3 head armor Reqs Mag 25 [Unique] Arcane/Master While equipped: Stats +3 Wil +5 Mag offense ------ Spell Crit +3% Damage +8% blight +17% arcane Ignore resists +5% physical When Hit 10 vim draining blight defense ------ Armor +10 Physical save +13 (+4 eff.) Blind Resist +10% other ------- Max vim +25.00 Curse of Shrouds Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 3% and all saves by 5, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Duathelbile (Shrouds) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +9% mind When Hit 6 darkness defense ------ Armor +4 Fatigue +4% Resistance +3% temporal +6% light +3% blight +6% nature +15% mind Mind save +22 (+5 eff.) Confus Resist +31% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (Shrouds) (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. Curse of Shrouds An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Malslek the Accursed's Hat (Misfortune) (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 Curse of Misfortune This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Snowfear the hardened leather cap (Nightmares) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str offense ------ Critical power +15.00% Damage +9% mind Ignore resists +25% mind When Hit 4 mind defense ------ Armor +3 Fatigue +3% Resistance +9% cold Mind save +18 (+4 eff.) other ------- Max hate +10.00 Curse of Nightmares A cap made of leather. |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Boltimmortal' (Nightmares) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +3 Wil offense ------ Ignore resists +5% temporal When Hit 8 temporal defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +5% temporal +6% light +6% fire +5% nature +6% acid +14% blight +6% cold +5% darkness Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 Curse of Nightmares A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Brightsting' (Shrouds) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mind Crit +3% Mindpower +7 (+1 eff.) Damage +11% physical +10% darkness +9% light Ignore resists +5% nature When Hit 4 light defense ------ Defense +2 (+1 eff.) Resistance +9% nature +7% physical +14% darkness +6% light Physical save +10 (+3 eff.) Mind save +8 (+2 eff.) other ------- Max hate +11.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
Belolle (Shrouds) (3 def, 12 armour)14.0 Encumbrance T3 heavy armor [Rare] Psionic While equipped: defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +12% Resistance +1% physical +12% mind +6% light Mind save +21 (+5 eff.) Unlife -20.00 life Life +40.00 Curse of Shrouds A suit of armour made of mail. |
Armileran (Madness) (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Spell Crit +6% Ignore resists +10% arcane Ignore Shields +20% defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Mind save +19 (+5 eff.) Life +89.00 Life Regen +7.00 Healmod +30% Stun Resist +20% other ------- Max vim +10.00 Curse of Madness A suit of armour made of leather. |
Deepsoozer of the Blightspawn (Nightmares) (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Random Unique] Arcane/Master While equipped: Stats +10 Str +7 Mag +4 Wil offense ------ Physical Crit +6.0% Spell Crit +6% Mind Crit +8% Physical Power +16 (+4 eff.) Spellpower +17 (+3 eff.) Mindpower +15 (+3 eff.) Ignore resists +5% lightning +10% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 When Hit: * 23% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 32% defense ------ Armor +13 Fatigue +22% Resistance +37% lightning +19% cold +14% darkness +6% physical other ------- Light +1 Curse of Nightmares Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Piercing Gaze (Nightmares) (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +10 (+5 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. Curse of Nightmares This gigantic shield has a stone eye embedded in it. |
impervious voratun shield of crushing (Shrouds) (0 def, 16 armour, 74-89 power, 322 block)7.0 Encumbrance T5 shield armor [Ego++] Master When used to Attack: Weapon Damage 74.0 - 88.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +322 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con offense ------ Physical Crit +10.0% Physical Power +14 (+3 eff.) defense ------ Armor +16 Fatigue +8% Physical save +11 (+4 eff.) other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
swashbuckler's voratun shield of crushing (Nightmares) (0 def, 10 armour, 70-84 power, 216 block)7.0 Encumbrance T5 shield armor [Ego++] Master When used to Attack: Weapon Damage 70.0 - 84.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +216 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +1 Dex offense ------ Physical Crit +17.0% Physical Power +11 (+3 eff.) Accuracy +17 (+6 eff.) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Bokurim the Healnoon (18/18, 28-39 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +12.5% Capacity 18 On-ranged-hit +4 nature +9 darkness Damage Against +11% Living On-Hit, radius 1 +8 light On Hit: * 10% chance to slow global speed by 68% On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (20/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Seartooth the quiver of dragonbone arrows (19/50, 56-78 power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Master Weapon Damage 55.5 - 77.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +21.0% Capacity 50 Projectile Speed +200% On-ranged-hit +20 mind On-crit, radius 2 +20 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 165 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
216 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +12 (+4 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of focus1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% mind defense ------ Blind Resist +28% Confus Resist +18% other ------- Light +8 See Stealth +8 See Invisibility +12 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 17 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 20% 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 302/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Camedefast the pouch of dwarven-steel shots (18/18, 37-44 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 37.0 - 44.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 18 On-ranged-hit +15 physical On-Hit, radius 1 +4 acid On-crit, radius 2 +20 acid On Hit: * 10% chance to reduce armor by 12% * 20% chance to knock the target back 3 spaces and deal 269 physical damage * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+0 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 90 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
piercing dwarven-steel torque of psionic shield [power 85] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Aerigas' [power 314] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Mag offense ------ Ignore resists +25% mind When Hit 8 temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 other ------- Mana/turn +0.08 Max mana +100.00 Sting an enemy dealing 314 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Iron Acorn0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Mindpower +15 (+3 eff.) defense ------ Resistance +30% mind +8% physical Life +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 63 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
12 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Agramon the Krog Cursed level 8
16th Dusk 122nd year of Ascendancy at 02:03 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Agramon the Krog Cursed level 34
32nd Dusk 123rd year of Ascendancy at 06:19 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Agramon the Krog Cursed level 17
11st Haze 122nd year of Ascendancy at 03:45 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Agramon the Krog Cursed level 30
30th Regrowth 123rd year of Ascendancy at 18:35 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Agramon the Krog Cursed level 30
28th Regrowth 123rd year of Ascendancy at 09:36 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Agramon the Krog Cursed level 21
24th Haze 122nd year of Ascendancy at 12:51 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Agramon the Krog Cursed level 30
42nd Regrowth 123rd year of Ascendancy at 10:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Agramon the Krog Cursed level 10
31st Dusk 122nd year of Ascendancy at 13:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Agramon the Krog Cursed level 20
22nd Haze 122nd year of Ascendancy at 01:02 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Agramon the Krog Cursed level 30
28th Regrowth 123rd year of Ascendancy at 03:36 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Agramon the Krog Cursed level 24
65th Haze 122nd year of Ascendancy at 23:27 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Agramon the Krog Cursed level 26
4th Decay 122nd year of Ascendancy at 21:51 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Agramon the Krog Cursed level 34
32nd Dusk 123rd year of Ascendancy at 23:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Agramon the Krog Cursed level 5
78th Pyre 122nd year of Ascendancy at 03:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Agramon the Krog Cursed level 16
1st Time of Equilibrium 122nd year of Ascendancy at 01:16 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Agramon the Krog Cursed level 16
79th Dusk 122nd year of Ascendancy at 12:03 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Agramon the Krog Cursed level 25
76th Haze 122nd year of Ascendancy at 02:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Agramon the Krog Cursed level 16
72nd Dusk 122nd year of Ascendancy at 03:59 see stats
Log
You gain 2.30 gold from the transmogrification of ethereal rune of the warrior (power 30; resist 33%; move 58%; dur 5; cd 17).
You gain 1.85 gold from the transmogrification of ethereal rune (power 17; resist 24%; move 57%; dur 5; cd 18).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; magical; dur 3; cd 11).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Space around you starts to dissolve...
Today is the 9th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You are yanked out of this place!
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 10th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 11st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 12nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 13rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 14th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 15th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 16th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
There is a Last Hope (Town) here (press '' or right click to use).
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