Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A 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: Items Vault 1.7.6Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 25 / 59% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 7 on the 51st Haze 122nd year of Ascendancy at 21:22 0 / 7Killed by orc corruptor at level 17 on the 4th Pyre 123rd year of Ascendancy at 08:33 Killed by saw horror at level 25 on the 55th Dusk 123rd year of Ascendancy at 08:01 Killed by saw horror at level 25 on the 55th Dusk 123rd year of Ascendancy at 09:19 Killed by Neruwe the saw horror at level 25 on the 55th Dusk 123rd year of Ascendancy at 12:50 Killed by Isath the elven tempest at level 25 on the 63rd Dusk 123rd year of Ascendancy at 17:07 Killed by elven cultist at level 25 on the 64th Dusk 123rd year of Ascendancy at 00:35 |
Antimagic | Follower |
Primary Stats
Strength | 68 (base 55) |
Dexterity | 24 (base 10) |
Constitution | 13 (base 10) |
Magic | 8 (base 10) |
Willpower | 54 (base 52) |
Cunning | 22 (base 10) |
Resources
Life | -71/855 |
Hate | 100/100 |
Equilibrium | 40 |
Healing Factor | 1.2548363011315 |
Regeneration | 17.458371525761 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 121 |
Accuracy | 28 |
Crit Chance | 13% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 37.08934837382 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 4 |
Physical Save | 28 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 5%( 70%) |
Physical | + 7%( 70%) |
Cold | + 17%( 70%) |
All | + 2%( 70%) |
Lightning | + 12%( 70%) |
Light | + 8%( 70%) |
Fire | + 2%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Bleed Resistance | 50% |
Confusion Resistance | 35% |
Fear Resistance | 35% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
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 326 life over 5 turns. Its effects scale with your Strength stat. |
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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed black mamba head. * You've found the needed sandworm tooth. 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 bloated horror heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Wanderer's Rest (Shrouds) (4 def, 0 armour) Wanderer's Rest (Shrouds) (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Curse of Shrouds Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 2/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Gliwe Gliwe2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% mind ----- def ----- Die.at -60.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | leafwalker's dwarven-steel helm of trickery (Shrouds) (0 def, 4 armour) leafwalker's dwarven-steel helm of trickery (Shrouds) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +6% nature Spell.save +4 (+2 eff.) Max.HP +51.00 Heal.mod +12% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | supercharged ash totem of thorny skin [power 36] (29/25 cooldown) supercharged ash totem of thorny skin [power 36] (29/25 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 40% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Frosttorrent Frosttorrent0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +5% cold ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +6% light HP.reg +4.00 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 16.95 You won the Ring of Blood trial, and this is your reward. |
Around waist | Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | restful dwarven-steel gauntlets of strength (+3) (Nightmares) (0 def, 2 armour) restful dwarven-steel gauntlets of strength (+3) (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 Unarmed combat: Power 132% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening steel plate armour of the deep (Corpses) (0 def, 10 armour) enlightening steel plate armour of the deep (Corpses) (0 def, 10 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +10 Fatigue +22% Resists +5% acid +6% cold Mind.save +14 (+7 eff.) ---------- misc Breathe water Curse of Corpses A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Rimeedge' (Corpses) (2 def, 0 armour) cashmere cloak 'Rimeedge' (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% acid +3% cold Res.pen +25% mind +5% cold Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+1 eff.) Resists +9% cold Phys.save +8 (+4 eff.) Max.HP +82.00 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. |
Around neck | grounding copper amulet of healing grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +11% Cut- +50% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 104; cd 10) healing infusion of the duelist (heal 104; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 100; cd 11) healing infusion of the sneak (heal 100; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. 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 (speed 421%; cd 14) movement infusion (speed 421%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 421% 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. 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 titan (speed 457%; cd 9) movement infusion of the titan (speed 457%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Constitution 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 621%; cd 13) movement infusion of the warrior (speed 621%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 621% 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. |
movement infusion of the wizard (speed 443%; cd 8) movement infusion of the wizard (speed 443%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 443% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 244; 13 cd) regeneration infusion of the psychic (heal 244; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 20%; magical; dur 4; cd 10) wild infusion of the sneak (res 20%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 19%; magical; dur 4; cd 10) wild infusion of the titan (res 19%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 73; cd 19) shatter afflictions rune (absorb 73; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 16) shatter afflictions rune (absorb 20; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 240 (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. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.10 Cursed / Cursed form) copper amulet of mastery (0.10 Cursed / Cursed form)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cursed/Cursed form Amulets make your neck look great! |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Skybrace the steel ring Skybrace the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning Res.pen +15% mind ----- def ----- Defense +6 (+3 eff.) Resists +3% lightning ---------- misc Hate/m.crit +2.00 Light +2 Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +23% Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of sensing psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +5 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
rogue's steel ring of corrosion (+22%) rogue's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +4 (+2 eff.) Resists +22% acid Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
sneakthief's gold ring of tenacity sneakthief's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+4 eff.) ----- def ----- Max.HP +36.00 Disarm- +20% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
steel ring of clarity steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Confus- +20% Rings make your fingers look great! |
titan's steel ring of light (+20%) titan's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
wizard's steel ring of sensing wizard's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
Armastir the iron greatmaul (Misfortune) (112% power, 1 apr) Armastir the iron greatmaul (Misfortune) (112% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 112% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +4 mind On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% acid +9% mind Res.pen +15% mind Melee Ret 6 acid Curse of Misfortune Massive two-handed mauls. |
Bill's Tree Trunk (Shrouds) (136% power, 7 apr) Bill's Tree Trunk (Shrouds) (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Shrouds Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item has one or more egos on your ego wish list. acidic stralite greatmaul of shearing (Misfortune) (167% power, 3 apr)acidic stralite greatmaul of shearing (Misfortune) (167% power, 3 apr) 5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +14% all Acc +17 (+9 eff.) Apr +12 Curse of Misfortune Massive two-handed mauls. |
steel greatmaul of paradox (Madness) (136% power, 2 apr) steel greatmaul of paradox (Madness) (136% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 temporal While equipped: ----- def ----- Resists +7% temporal Curse of Madness Massive two-handed mauls. |
This item has one or more egos on your ego wish list. stralite greatmaul of crippling (Madness) (168% power, 3 apr)stralite greatmaul of crippling (Madness) (168% power, 3 apr) 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Curse of Madness Massive two-handed mauls. |
This item has one or more egos on your ego wish list. enhanced steel mace of erosion (Shrouds) (104% power, 3 apr)enhanced steel mace of erosion (Shrouds) (104% power, 3 apr) 3.0 T2 mace 1H weapon [Ego+] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +5 Str +5 Dex +3 Mag +5 Wil +4 Cun +3 Con Curse of Shrouds Blunt and deadly. |
absorbing pulsing mindstar (Nightmares) (108% power, 32 apr, mind damage) absorbing pulsing mindstar (Nightmares) (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +11% lightning +10% fire +17% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ethereal yew vilestaff (Corpses) (120% power, 4 apr, blight element) ethereal yew vilestaff (Corpses) (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+12 eff.) Dmg.mod +20% blight Phasing +15% ----- def ----- Defense +12 (+6 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of fate (Shrouds) (129% power, 5 apr, fire element) greater elven-wood magestaff of fate (Shrouds) (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +18 (+15 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ----- def ----- Phys.save +10 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Bileblur the steel waraxe (Corpses) (122% power, 3 apr) Bileblur the steel waraxe (Corpses) (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 10% chance to slow global speed by 55% * 20% chance to reduce all saves and defense by 28 While equipped: ----- def ----- Resists +6% blight +2% physical +12% mind Die.at -20.00 life Curse of Corpses One-handed war axes. |
balanced dwarven-steel waraxe of massacre (Shrouds) (129% power, 4 apr) balanced dwarven-steel waraxe of massacre (Shrouds) (129% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +26% Curse of Shrouds One-handed war axes. |
hateful dwarven-steel waraxe of massacre (Corpses) (136% power, 4 apr) hateful dwarven-steel waraxe of massacre (Corpses) (136% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master/Psionic Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness Against +7% Living Curse of Corpses One-handed war axes. |
iron waraxe 'Nuhad' (Corpses) (104% power, 2 apr) iron waraxe 'Nuhad' (Corpses) (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 28 While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Poison- +20% Disarm- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Corpses One-handed war axes. |
iron waraxe 'Prismbliss' (Nightmares) (115% power, 2 apr) iron waraxe 'Prismbliss' (Nightmares) (115% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 55% While equipped: Stats +1 Str ----- def ----- Resists +6% light ---------- misc Light +3 Curse of Nightmares One-handed war axes. |
Rope Belt of the Thaloren (Madness) Rope Belt of the Thaloren (Madness)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Madness 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. |
rough leather belt 'Duskwing' (Shrouds) rough leather belt 'Duskwing' (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% fire Melee Ret 8 darkness 2 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +10 (+5 eff.) Stealth +6 Curse of Shrouds A belt that goes around your waist. |
Kilnhue (Shrouds) (2 def, 0 armour) Kilnhue (Shrouds) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% acid +20% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +2 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -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. |
linen cloak 'Rootclamor' (Shrouds) (1 def, 6 armour) linen cloak 'Rootclamor' (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% nature Acc +5 (+3 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Die.at -20.00 life Max.HP +33.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindleraptor (Corpses) (0 def, 0 armour) Kindleraptor (Corpses) (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +20% lightning +36% cold +21% nature +12% physical Melee Ret 8 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +11% lightning +6% temporal +9% light +38% cold +31% nature +11% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (Misfortune) (1 def, 4 armour) Frost Treads (Misfortune) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glonne the Hazewolf (Corpses) (0 def, 1 armour) Glonne the Hazewolf (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Str +1 Dex +3 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +1 Resists +3% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 Curse of Corpses A pair of boots made of leather. |
Manitoblek (Corpses) (0 def, 1 armour) Manitoblek (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mind.pwr +20 (+6 eff.) Res.pen +5% mind Apr +4 ----- def ----- Armour +1 Mind.save +9 (+5 eff.) Curse of Corpses A pair of boots made of leather. |
pair of iron boots 'Sewerravage' (Nightmares) (0 def, 5 armour) pair of iron boots 'Sewerravage' (Nightmares) (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +3.0% Acc +15 (+8 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +2% Resists +3% nature +1% physical ---------- misc Infravis +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of phasing (Madness) (0 def, 3 armour) undeterred pair of iron boots of phasing (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +20% Stun/Frz- +21% Curse of Madness Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 Curse of Misfortune These gloves are coated with a thick, green liquid. |
drakeskin leather gloves 'Kindleclash' (Misfortune) (0 def, 3 armour) drakeskin leather gloves 'Kindleclash' (Misfortune) (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +18% Mind.crit +15% Crit.mult +11.00% Res.pen +20% fire Melee Ret 8 fire ----- def ----- Armour +3 ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Max.vim +30.00 Unarmed combat: Power 144% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +15.0% Atk.spd 100% On Crit: 20% Cripple 5 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+3) (Nightmares) (0 def, 2 armour) restful hardened leather gloves of strength (+3) (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokurain the rough leather cap (Madness) (0 def, 1 armour) Bokurain the rough leather cap (Madness) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% fire +6% cold Disarm- +10% Pinning- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Max.mana +20.00 Curse of Madness A cap made of leather. |
Cloud Caller (Corpses) (0 def, 0 armour) Cloud Caller (Corpses) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.52 to 112.55 lightning damage (75.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cuthyruinik the dwarven-steel helm (Shrouds) (0 def, 4 armour) Cuthyruinik the dwarven-steel helm (Shrouds) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con +4 Wil dps ---------- Acc +20 (+10 eff.) On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +6% nature +18% acid Mind.save +8 (+4 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Earthwreck (Shrouds) (0 def, 3 armour) Earthwreck (Shrouds) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Fatigue +5% Resists +3% nature Phys.save +11 (+5 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (Madness) (0 def, 6 armour) Helm of the Dwarven Emperors (Madness) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Madness A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cleansing iron helm of constitution (+2) (Misfortune) (0 def, 3 armour) cleansing iron helm of constitution (+2) (Misfortune) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the bounder (Corpses) (0 def, 4 armour) dwarven-steel helm of the bounder (Corpses) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +4 Fatigue +4% Curse of Corpses Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 165.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Branyhad' (Misfortune) (5 def, 13 armour) hardened leather cap 'Branyhad' (Misfortune) (5 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +9 (+3 eff.) Acc +20 (+10 eff.) ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +3% Curse of Misfortune A cap made of leather. |
Iron Mail of Bloodletting (Corpses) (2 def, 4 armour) Iron Mail of Bloodletting (Corpses) (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Curse of Corpses Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
fortifying steel mail armour of implacability (Nightmares) (2 def, 11 armour) fortifying steel mail armour of implacability (Nightmares) (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +7 (+3 eff.) Max.HP +40.00 Curse of Nightmares A suit of armour made of mail. |
rejuvenating stralite mail armour of cold resistance (Corpses) (4 def, 8 armour) rejuvenating stralite mail armour of cold resistance (Corpses) (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +16% cold HP.reg +5.40 ---------- misc Stam/turn +1.00 Curse of Corpses A suit of armour made of mail. |
Eel-skin armour (Misfortune) (16 def, 0 armour) Eel-skin armour (Misfortune) (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Curse of Misfortune Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 50.53 to 151.58 lightning damage (101.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
impenetrable steel plate armour of the dragon (Corpses) (0 def, 15 armour) impenetrable steel plate armour of the dragon (Corpses) (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +6% acid +6% physical +6% fire +8% lightning +6% cold Disarm- +22% Stun/Frz- +21% Knockbk- +22% ---------- misc Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. |
Coral Spray (Madness) (8 def, 8 armour, 117% power, 48 block) Coral Spray (Madness) (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
Tempestquarry (Shrouds) (0 def, 6 armour, 138% power, 83 block) Tempestquarry (Shrouds) (0 def, 6 armour, 138% power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 On Hit: * 12% chance to reduce armor by 13% While equipped: Stats +2 Str +2 Mag dps ---------- Melee+ 6 acid Dmg.mod +6% mind Melee Ret 1 acid ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning ---------- misc Equi/ret +0.12 Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 127% power, 60 block) Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 127% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 127% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
Xeramina (Corpses) (0 def, 4 armour, 103% power, 44.5 block) Xeramina (Corpses) (0 def, 4 armour, 103% power, 44.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 9 lightning 6 fire Melee Ret 5 lightning 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% cold +3% light +3% nature Spell.save +15 (+8 eff.) Max.HP +40.00 ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
crackling stralite shield of lightning resistance (+29%) (Misfortune) (0 def, 8 armour, 155% power, 140.5 block) crackling stralite shield of lightning resistance (+29%) (Misfortune) (0 def, 8 armour, 155% power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +10 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 21 lightning ----- def ----- Armour +8 Fatigue +8% Resists +29% lightning ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
warded steel shield (Nightmares) (0 def, 4 armour, 113% power, 44 block) warded steel shield (Nightmares) (0 def, 4 armour, 113% power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Wards +3 lightning +3 temporal +4 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +3 light Talents +1 Ward +1 Block Curse of Nightmares Handheld deflection devices. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
168 alchemist agate 168 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of delving (dig speed 32 turns) dwarven-steel pickaxe of delving (dig speed 32 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) Blind- +31% Confus- +13% ---------- misc Light +7 See.Stealth +11 See.Invis +5 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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 11 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 Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
overpowered iron torque of gale force [power 150] (29/19 cooldown) overpowered iron torque of gale force [power 150] (29/19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 43] (29/25 cooldown) steel torque of psionic shield [power 43] (29/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Blindnull' [power 182] (29/15 cooldown) ash totem of healing 'Blindnull' [power 182] (29/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% darkness Res.pen +10% lightning ----- def ----- Resists +3% lightning ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
extending elven-wood totem of summon tentacle [power 310] (29/25 cooldown) extending elven-wood totem of summon tentacle [power 310] (29/25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 620 Base Damage: 339 Armor: 1 All Resist: 24 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of stinging [power 182] (29/15 cooldown) piercing ash totem of stinging [power 182] (29/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of summon tentacle [power 95] (29/25 cooldown) soothing elm totem of summon tentacle [power 95] (29/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 111 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Irenicus the Thalore Cursed level 16
29th Regrowth 123rd year of Ascendancy at 18:31 see stats
By Irenicus the Thalore Cursed level 17
4th Pyre 123rd year of Ascendancy at 11:09 see stats
By Irenicus the Thalore Cursed level 9
57th Haze 122nd year of Ascendancy at 06:41 see stats
By Irenicus the Thalore Cursed level 23
9th Mirth 123rd year of Ascendancy at 21:13 see stats
By Irenicus the Thalore Cursed level 20
71st Pyre 123rd year of Ascendancy at 08:52 see stats
By Irenicus the Thalore Cursed level 24
3rd Flare 123rd year of Ascendancy at 22:50 see stats
By Irenicus the Thalore Cursed level 10
68th Haze 122nd year of Ascendancy at 15:28 see stats
By Irenicus the Thalore Cursed level 20
70th Pyre 123rd year of Ascendancy at 20:05 see stats
By Irenicus the Thalore Cursed level 18
59th Pyre 123rd year of Ascendancy at 15:25 see stats
By Irenicus the Thalore Cursed level 9
67th Haze 122nd year of Ascendancy at 23:14 see stats
By Irenicus the Thalore Cursed level 6
47th Haze 122nd year of Ascendancy at 10:54 see stats
By Irenicus the Thalore Cursed level 13
77th Haze 122nd year of Ascendancy at 07:41 see stats
By Irenicus the Thalore Cursed level 24
8th Flare 123rd year of Ascendancy at 14:27 see stats
By Irenicus the Thalore Cursed level 19
67th Pyre 123rd year of Ascendancy at 16:18 see stats
Log
Mindrot hits Elven blood mage for 3 mind, 3 darkness (6 total damage).
Mindrot hits Elven cultist for 3 mind, 2 darkness (6 total damage).
Elven cultist activates his torque!
Irenicus shrugs off the effect 'Silenced'!
Elven cultist hits Irenicus for (57 rampage shugs off), 83 mind (83 total damage).
Elven cultist receives 38 healing.
Elven blood mage misses Irenicus.
Your movements fuel your rampage! (+1 duration)
Irenicus has shrugged off 57 damage and is ready for more.
Mindrot hits Elven blood mage for 3 mind, 3 darkness (6 total damage).
Elven blood mage casts Drain.
Elven blood mage hits Irenicus for (49 antimagic), (57 rampage shugs off), 41 blight (41 total damage).
Irenicus has shrugged off 57 damage and is ready for more.
Irenicus is no longer rampaging.
Irenicus speeds up.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist is surging arcane power.
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Irenicus is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Elven cultist's Soul Rot hits Irenicus for (49 antimagic), 360 blight (360 total damage).
Elven cultist hits Irenicus for (49 antimagic), 210 blight (210 total damage).
Irenicus the level 25 thalore cursed was debilitated by noxious blight before falling to death by an elven cultist on level 2 of Dark crypt.
You are no longer encumbered.