









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 39 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Ivunor the gloomy honey tree at level 16 on the 58th Dusk 122nd year of Ascendancy at 21:47 0 / 8Killed by Ememina the wolf at level 20 on the 67th Haze 122nd year of Ascendancy at 15:19 Killed by Gelrann the red jelly at level 21 on the 72nd Haze 122nd year of Ascendancy at 01:17 Killed by Nerotira the armoured skeleton warrior at level 29 on the 48th Regrowth 123rd year of Ascendancy at 14:51 Killed by greater multi-hued wyrm at level 32 on the 67th Regrowth 123rd year of Ascendancy at 13:40 Killed by Grand Corruptor at level 37 on the 6th Pyre 123rd year of Ascendancy at 09:59 Killed by Gothra the orc pyromancer at level 39 on the 20th Pyre 123rd year of Ascendancy at 06:02 Killed by Warmaster Gnarg at level 39 on the 20th Pyre 123rd year of Ascendancy at 14:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 20) |
| Dexterity | 19 (base 10) |
| Constitution | 40 (base 14) |
| Magic | 34 (base 10) |
| Willpower | 110 (base 60) |
| Cunning | 72 (base 60) |
Resources
| Life | -227/1146 |
| Hate | 100/100 |
| Equilibrium | 79 |
| Healing Factor | 1.4586154613565 |
| Regeneration | 46.561783893935 |
Speed
| Mental | +24.96095478911% |
| Attack | +24.96095478911% |
| Movement | +218.4759047381% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Invisible | 22 |
| Stealth | 32.209696276596 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 47 |
| Crit Chance | 51% |
| APR | 21 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 47 |
| Crit Chance | 51% |
| APR | 21 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 58% |
| Speed | 0.80024996742994 |
Offense: Damage Bonus
| Fire | +10% |
| Nature | +20% |
| Mind | +3% |
| Physical | +24% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +15% |
| Blight | +10% |
| Cold | +10% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 73.335093952971 (98.103448275862%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 27 |
| Physical Save | 37 |
| Spell Save | 44 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 70%( 70%) |
| Physical | -14%( 74%) |
| Cold | + 37%( 70%) |
| All | -20%( 70%) |
| Darkness | + 6%( 80%) |
| Light | -20%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 72% |
| Fear Resistance | 44% |
| Knockback Resistance | 44% |
| Poison Resistance | 25% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Psiblades |
| talent | Stalk |
| talent | Surge |
| talent | Gloom |
| talent | Savage Hunter |
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
| detrimental effect | Paranoia has gripped the target, causing a 36% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
| detrimental effect | The target is cursed, reducing all resistances by 32%. Curse of Vulnerability |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 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 54 mind and 53 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 84 Mind damage, and deal 82 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 38% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 34. Intimidated |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has 29 increased life regeneration. Recovery |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+36% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The target is on fire, taking 15.81 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | You gain 29% resistance against blight, fire and cold. Resolve |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Death |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | The target is rampaging! (+156% movement speed, +24% attack speed, +24% mind speed, +14% physical damage, +7 physical save, +7 mental save, 0/40 damage shrugged off this turn) Rampaging |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+31). Continuum Destabilization |
| beneficial effect | Your tyranny is increasing your Mindpower and Physicalpower by 2 for each fear applied, for a total of 6 Tyrant |
| detrimental effect | The target is in a state of growing fear. If they spend 3 more turns within range 8 and in sight of the source of this fear (Polona the orc high cryomancer), they will take 40 mind and darkness damage and be subjected to a new fear. Heighten Fear |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower 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 Strength by +5. | done |
You failed to protect the lost sun paladin from death by cursed. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Belurimina the cutpurse. Escort: lost warrior (level 1 of Old Forest) | failed |
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 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 green worm. * You've found the needed faerlhing fang. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * You've found the needed minotaur nose. | 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! | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Prismknave (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 Light +2 Curse of Nightmares A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc 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. |
| On hands | Toreharaleg the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Master While equipped: Stats +3 Str dps ---------- Phys.crit +23.0% Spell.crit +21% Mind.crit +18% Crit.mult +17.00% Phys.pwr +11 (+3 eff.) Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 5% ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +9% cold +6% darkness Spell.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | warrior's gold ring of clarity (Nightmares)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +7 (+2 eff.) Confus- +28% Curse of Nightmares Rings can have magical properties. |
| On fingers | copper ring of perseverance (Corpses) =stun=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Curse of Corpses Rings can have magical properties. |
| Around neck | stralite amulet 'Gleambreacher'0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +3 Dex +1 Mag +3 Con dps ---------- Res.pen +15% light ----- def ----- Resists +15% blight +18% nature +16% lightning Blind- +21% Poison- +25% Disease- +31% Stun/Frz- +34% ---------- misc Infravis +7 Sight +2 See.Invis +12 Amulets can have magical properties. |
| In main hand | Eye of Winter (Corpses) (8-8.8 power, 21 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Cold Uses 71% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +21 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +17 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists +10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Rope Belt of the Thaloren (Corpses)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ----- def ----- Talent.cat+ +0.20 Wild-gift Mind.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Corpses 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. |
| In off hand | Eye of Summer (Shrouds) (8-8.8 power, 21 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Fire Uses 71% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +21 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +17 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists +10% cold On Mind Hit: 10% Flame Fury 2 Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Haresarion (Nightmares) (22 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% blight +5% mind Melee Ret 2 mind ----- def ----- Defense +22 (+11 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (Corpses) (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Corpses Devouring Flame: Level 3.6 Pwr.cost 50 out of 59/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 49.95 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion of the titan (heal 177; cd 10)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the wizard (heal 149; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 111; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -562; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -562 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1235 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (die at -498; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -498 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1095 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -657; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -657 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1445 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the warrior (speed 637%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 637% 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 645%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 645% 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 duelist (heal 315; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 537; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 537 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. |
regeneration infusion of the psychic (heal 668; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 668 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. |
regeneration infusion of the titan (heal 232; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 226; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. 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. |
wild infusion of the psychic (res 39%; physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 31%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 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 warrior (res 24%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 26%; mental, physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 22%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 19; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 44; blocks 2; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 2 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
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 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 380 (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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Glyravea0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Con dps ---------- Dmg.mod +18% acid Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 5% Amulets can have magical properties. |
Grineruithel the Pyrefiend0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +25% acid ----- def ----- Resists +21% cold +30% fire ---------- misc Masteries +0.28 Wild-gift/Fungus Amulets can have magical properties. |
Nerolle the Ebonyfist0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Heal.mod +12% Cut- +50% ---------- misc Equi/ret +0.04 Light +2 Heal: Puts all charms on 35 cooldown Level 1.2 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 299 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Siloldalaith the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +2 Wil dps ---------- Mind.crit +6% Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Acc +8 (+8 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 12% ---------- misc Equi/ret +0.16 Amulets can have magical properties. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (100). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). 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. |
Torazilaldir the Hailrot0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil ----- def ----- Armour +10 Defense +30 (+14 eff.) Resists +6% cold +6% temporal Disease- +20% Knockbk- +20% Amulets can have magical properties. |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.2 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 299 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% light +13% darkness Blind- +20% Amulets can have magical properties. |
Bloodcaller (Madness)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Madness You won the Ring of Blood trial, and this is your reward. |
Elemental Fury (Nightmares)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. |
Floestun (Shrouds)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Resists +12% cold +3% nature +3% darkness Crit.dmg- 10.00% Spell.save +11 (+4 eff.) Die.at -20.00 life ---------- misc Psi/ret +0.12 Max.stam +10.00 Curse of Shrouds Rings can have magical properties. |
Ring of Growth (Misfortune)0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption (Madness)0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Madness Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 22.98 cold and 26.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Woebrand the copper ring (Misfortune)0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +5 Mag +4 Wil +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +6% darkness Mind.save +6 (+2 eff.) Confus- +23% Curse of Misfortune Rings can have magical properties. |
Xeredathra the copper ring (Shrouds)0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +6% fire Cut- +10% Knockbk- +20% Curse of Shrouds Rings can have magical properties. |
copper ring of nature (+22%) (Misfortune)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Curse of Misfortune Rings can have magical properties. |
gold ring 'Rhigolin' (Madness)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +9 Str +3 Dex +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +9% blight +3% cold +3% darkness Spell.save +18 (+6 eff.) HP.reg +2.00 ---------- misc Infravis +3 Curse of Madness Rings can have magical properties. |
rogue's steel ring of tenacity (Misfortune)0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +24.00 Disarm- +26% Pinning- +28% Knockbk- +24% Curse of Misfortune Rings can have magical properties. |
solipsist's gold ring of pilfering (Misfortune)0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Acc +10 (+10 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Curse of Misfortune 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 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring of speed (Nightmares)0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +10% Acc +9 (+9 eff.) ----- def ----- Defense +8 (+4 eff.) Curse of Nightmares Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
titan's steel ring of corrosion (+24%) (Misfortune)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+3 eff.) Curse of Misfortune Rings can have magical properties. |
warrior's gold ring of misery (Madness)0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Str dps ---------- Melee+ 12 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 40 On Hit (Ranged): * 14% chance to reduce all saves and defense by 40 ----- def ----- Armour +4 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Curse of Madness Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
warrior's steel ring of misery (Shrouds)0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Str dps ---------- Melee+ 7 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 40 On Hit (Ranged): * 10% chance to reduce all saves and defense by 40 ----- def ----- Armour +8 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Khulmanar's Wrath (Shrouds) (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Curse of Shrouds Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 116.38 fire damage, and flames will be left dealing a further 26.91 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (Corpses) (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Corpses Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Glitterviper (Misfortune) (19.5-25.35 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +6.0% Atk.spd 100% Phasing +11% Melee+ +9 light Against +8% Undead On Hit.r1 +4 cold On Crit.r2 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 4 light ----- def ----- Resists +3% light Curse of Misfortune Sharp, short and deadly. |
Haladir (Misfortune) (31-40.3 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Psionic Power 31.0 - 40.3 Physical Uses 45% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +11% Living On Crit.r2 +12 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% mind ----- def ----- Resists +6% blight ---------- misc Equi/ret +0.08 Curse of Misfortune Sharp, short and deadly. |
Poltergeist's Silent Blade (Misfortune) (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Armour +2 Resists +2% all Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (Madness) (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease Curse of Madness This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
stralite greatmaul (Madness) (56.5-84.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Curse of Madness Massive two-handed mauls. |
stralite longsword 'Morbuswreath' (Shrouds) (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Disrupt Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 17% chance to slow global speed by 68% While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Defense +30 (+14 eff.) Resists +5% physical Poison- +20% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds Sharp, long, and deadly. |
truestriking dwarven-steel longsword of enduring (Madness) (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Con +5 Wil dps ---------- Res.pen +7% physical Acc +5 (+5 eff.) Apr +6 ----- def ----- Max.HP +37.00 Curse of Madness Sharp, long, and deadly. |
Heatvenom the thorny mindstar (Corpses) (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 mind On Hit.r1 +20 mind +20 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 mind 11 darkness Dmg.mod +15% mind +7% darkness ----- def ----- Resists +15% fire ---------- misc Hate/m.crit +4.00 Max.hate +10.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Olygofang the Kilnstake (Madness) (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +16 fire While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +30% mind +24% darkness Res.pen +17% mind +20% darkness ----- def ----- Resists +6% lightning +6% cold Spell.save +9 (+3 eff.) Max.HP +29.00 HP.reg +0.80 ---------- misc Max.hate +9.00 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (Nightmares) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Nightmares Spit Poison: Level 2.4 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 209.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
nature's vined mindstar of disruption (Nightmares) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +10% 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Disease- +11% ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's pulsing mindstar of frost (Shrouds) (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun 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.) Melee+ 10 cold Dmg.mod +12% cold Res.pen +7% cold ----- def ----- Armour +11 Resists +10% cold +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Armoldil (Misfortune)1.0 T3 belt armor [Random Unique] Master While equipped: Stats +11 Dex +13 Cun +6 Lck dps ---------- Phys.crit +11.0% Mind.crit +12% Phys.pwr +20 (+6 eff.) ----- def ----- Defense +15 (+8 eff.) Stealth +7 ---------- misc T.Disarm +15 Infravis +4 Curse of Misfortune A belt that goes around your waist. |
Blindvile the hardened leather belt (Nightmares)1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% darkness +6% cold Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Spell.save +10 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Max.psi +20.00 Size +1 Curse of Nightmares A belt that goes around your waist. |
Mighty Girdle (Madness)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 Size +0 Curse of Madness 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. |
Daytorrent (Madness) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% light Acc +5 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold 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. |
thick cashmere cloak of fog (Corpses) (7 def, 7 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +7 (+4 eff.) Resists +11% fire +12% light +21% cold Stealth +8 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. |
Obsidianbrawn (Shrouds) (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +8 Wil dps ---------- Dmg.mod +17% lightning +12% physical +20% mind +13% cold Res.pen +15% darkness +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 40 ----- def ----- Resists +11% lightning +6% darkness +12% blight +10% cold +20% mind +13% all Max.HP +78.00 HP.reg +5.10 Heal.mod +19% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (Corpses) (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+5 eff.) Resists +10% temporal +10% physical +13% all Curse of Corpses Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal 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. |
Glorurin the Nimbusnaught (Corpses) (0 def, 4 armour) =con+8=3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +8 Con dps ---------- Dmg.mod +12% blight ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +7% fire +10% cold Crit.dmg- 15.00% ---------- misc Mana/turn +0.16 Max.mana +40.00 Max.vim +30.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of hardened leather boots of invasion (Misfortune) (0 def, 8 armour)2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +8 Resists +9% acid +8% fire +6% lightning +7% cold Curse of Misfortune A pair of boots made of leather. |
Gloves of the Firm Hand (Misfortune) (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Throw Boulder: Level 2.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 163.21 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
hardened leather gloves 'Winterream' (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +20.0% Spell.crit +17% Mind.crit +15% Crit.mult +15.00% Melee+ 8 cold Dmg.mod +12% blight +3% cold Melee Ret 4 cold ----- def ----- Armour +2 Resists +3% blight +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the verdant (Shrouds) (0 def, 7 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +7 Resists +15% blight +10% darkness +13% arcane Affinity +5% nature Spell.save +14 (+5 eff.) Mind.save +7 (+2 eff.) Max.HP +59.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of dexterity (+2) (Nightmares) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +16 (+16 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (Madness) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Madness Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 148.22 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Camadir (Misfortune) (0 def, 3 armour) =stun+20=2.0 T3 head armor [Rare] Master While equipped: Stats +8 Dex ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +3% temporal +17% darkness +9% mind Die.at -60.00 life Disease- +20% Disarm- +20% Stun/Frz- +20% ---------- misc Infravis +4 Curse of Misfortune A cap made of leather. |
Ce'Nyldatira the Duathelshine (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) Curse of Nightmares A cap made of leather. |
Xanomira the Nightserpent (Shrouds) (0 def, 4 armour) =water=3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 6 lightning 4 cold ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness +19% cold ---------- misc Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of ire (Corpses) (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +1 Con ----- def ----- Armour +4 Fatigue +4% Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Curse of Corpses Skullcracker: Puts all charms on 20 cooldown Level 3.6 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 315.8 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. |
insulating dwarven-steel helm (Misfortune) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +8% cold Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Bethytta' (Misfortune) (3 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: Stats +4 Cun +13 Wil dps ---------- Mind.pwr +20 (+5 eff.) ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +22% blight +16% darkness +6% mind ---------- misc Hate/m.crit +2.00 Light +2 Curse of Misfortune A suit of armour made of mail. |
8 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. |
1020 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. |
5 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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Poluda the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +2 Cun dps ---------- Acc +3 (+3 eff.) ----- def ----- Resists +9% mind ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+3 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 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 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
deadly pouch of dwarven-steel shots of erosion (22/22, 37.5-45 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 37.5 - 45.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +9 nature Shots are used with slings to pummel your foes to death. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Unrasin the ash totem of stinging [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +30 (+8 eff.) Dmg.mod +6% mind Res.pen +10% arcane ----- def ----- Resists +15% mind +5% arcane Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 Sting an enemy dealing 261 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
5 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By cursed the Thalore Cursed level 37
8th Pyre 123rd year of Ascendancy at 15:36 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By cursed the Thalore Cursed level 35
71st Regrowth 123rd year of Ascendancy at 03:43 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By cursed the Thalore Cursed level 21
76th Haze 122nd year of Ascendancy at 23:12 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By cursed the Thalore Cursed level 39
16th Pyre 123rd year of Ascendancy at 11:53 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By cursed the Thalore Cursed level 20
68th Haze 122nd year of Ascendancy at 01:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By cursed the Thalore Cursed level 12
10th Flare 122nd year of Ascendancy at 09:59 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By cursed the Thalore Cursed level 38
14th Pyre 123rd year of Ascendancy at 00:53 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By cursed the Thalore Cursed level 33
69th Regrowth 123rd year of Ascendancy at 01:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By cursed the Thalore Cursed level 22
3rd Decay 122nd year of Ascendancy at 09:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By cursed the Thalore Cursed level 36
3rd Pyre 123rd year of Ascendancy at 04:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By cursed the Thalore Cursed level 10
3rd Flare 122nd year of Ascendancy at 07:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By cursed the Thalore Cursed level 20
67th Haze 122nd year of Ascendancy at 14:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By cursed the Thalore Cursed level 30
55th Regrowth 123rd year of Ascendancy at 13:29 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By cursed the Thalore Cursed level 18
52nd Haze 122nd year of Ascendancy at 00:21 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By cursed the Thalore Cursed level 37
6th Pyre 123rd year of Ascendancy at 06:38 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By cursed the Thalore Cursed level 39
14th Pyre 123rd year of Ascendancy at 02:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By cursed the Thalore Cursed level 8
3rd Mirth 122nd year of Ascendancy at 23:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By cursed the Thalore Cursed level 12
10th Dusk 122nd year of Ascendancy at 04:39 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By cursed the Thalore Cursed level 37
5th Pyre 123rd year of Ascendancy at 19:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By cursed the Thalore Cursed level 24
7th Decay 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By cursed the Thalore Cursed level 19
67th Haze 122nd year of Ascendancy at 12:56 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By cursed the Thalore Cursed level 35
70th Regrowth 123rd year of Ascendancy at 17:48 see stats
Log
Terror's morale has been lowered.
Terror's morale has been lowered.
Warmaster Gnarg uses Orcish Fury.
Warmaster Gnarg enters a state of bloodlust.
Cursed is no longer rampaging.
cursed receives 26 healing from Unnatural Body.
Zubewen the orc corruptor's aether beam hits cursed for (15 antimagic), 0 arcane (0 total damage).
Warmaster Gnarg uses Shattering Shout.
Your hatred grows even as your life fades! (+25 hate)
Cursed begins rampaging!
Warmaster Gnarg hits Terror for 551 physical damage.
Warmaster Gnarg hits Terror for 551 physical damage.
Warmaster Gnarg hits Something for 551 physical damage.
Warmaster Gnarg hits cursed for 628 physical damage.
cursed the level 39 thalore cursed was disembowelled to death by Warmaster Gnarg on level 2 of Vor Armoury.
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Cursed deactivates Psiblades.
Cursed warms up.
Cursed deactivates Savage Hunter.
Cursed is no longer cursed.
Cursed stops burning.
Cursed deactivates Gloom.
Cursed deactivates Stalk.
Cursed deactivates Surge.
Cursed is no longer attuned.
Cursed rearms.
Cursed is no longer rampaging.
Cursed has finished recovering.
Cursed is no longer paranoid
Cursed deactivates Antimagic Shield.
















































































































































