









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Undead Racepack - fork 1.7.0This is a compilation of my undead race addons: Edits by Shadowing: removed restriction for dreadlord Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dungeon Spawn 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Items Vault 1.7.6Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Fullmoon |
Class | Hollowed |
Level / Exp | 21 / 69% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 62 (base 50) |
Dexterity | 27 (base 10) |
Constitution | 34 (base 31) |
Magic | 24 (base 10) |
Willpower | 72 (base 42) |
Cunning | 37 (base 10) |
Resources
Life | 779/783 |
Hate | 58/100 |
Healing Factor | 0.97852540885104 |
Regeneration | 3.1802075787659 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 35 |
See Invisible | 35 |
Offense: Mainhand
Damage | 104 |
Accuracy | 54 |
Crit Chance | 11% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +15% |
Darkness | +19% |
Cold | +12% |
Physical | +20% |
Fire | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 42.323073231957 (96.438666929426%) |
Defense | 44 |
Ranged Defense | 50 |
Fatigue | 27 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 36 |
Defense: Resistances
Physical | + 30%( 78%) |
Acid | + 31%( 75%) |
Lightning | + 20%( 75%) |
Darkness | + 57%( 90%) |
Mind | + 48%( 90%) |
Arcane | + 25%( 75%) |
Fire | + 27%( 75%) |
All | + 17%( 75%) |
Defense: Immunities
Teleport Resistance | 24% |
Stun Resistance | 86% |
Pinning Resistance | 38% |
Confusion Resistance | 55% |
Fear Resistance | 48% |
Disarm Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 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: 15 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: 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 82 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Resentment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Isolation | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.18 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Repercussions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Fullmoon Werewolf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Remorse |
talent | Cleave |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey6% Received damage reduction against: - Treant |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -9% 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 40% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 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 36 mind and 42 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 57 Mind damage, and deal 68 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
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 (+34% 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 (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Ivylle the cold drake hatchling. Escort: lost warrior (level 3 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
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 snow giant kidney. * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +3 Dex Critical mult.: +10.00% Mana when firing critical spell: +1.00 Maximum mana: +60.00 Spell crit. chance: +2% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: 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 93% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 33.5 - 40.2 Uses stats: 70% Wil, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 20 On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +7 nature Damage (radius 1) on hit: +4 blight / +4 mind Damage (radius 2) on crit: +16 blight Shots are used with slings to pummel your foes to death. |
Light source | ![]() Requires: Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() Requires: Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +1 Str / +2 Con Changes resistances: +11% physical / +15% darkness / +15% mind Changes damage: +5% darkness / +20% physical Curse of Corpses A pointy cloth hat, very wizardly... Your inner turmoil engulfs this armor. |
Tool | ![]() Requires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: 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. |
On fingers | ![]() Requires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 10 mind Changes stats: +5 Cun / +7 Wil Changes resistances: +5% arcane Physical save: +3 (+2 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +5 Mag / +5 Wil / +9 Cun Changes damage: +9% fire Spellpower: +6 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Requires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Changes stats: +1 Wil / +4 Mag Critical mult.: +5.00% Spell save: +5 (+3 eff.) Stamina each turn: +1.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +3% Changes stats: +3 Str Changes resistances: +15% darkness / +15% mind Changes damage: +9% darkness Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +13.00 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. Your inner turmoil engulfs this armor. |
Main armor | ![]() Requires: - Massive armour training - Strength 22 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +1 Armour: +12 Defense: +14 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 6 mind Changes resistances: +17% acid / +15% darkness / +15% mind Changes damage: +5% darkness Critical mult.: +5.00% Physical save: +6 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. Your inner turmoil engulfs this armor. |
Cloak | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% fire / +3% darkness / +5% arcane 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. |
Around neck | ![]() Requires: Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +4 Cun / +3 Wil Changes resistances: +3% lightning Changes damage: +3% lightning / +12% acid Talent mastery: +0.18 Cursed / Cursed form Mental save: +7 (+4 eff.) Confusion immunity: +17% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 617% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to 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 |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 186.37 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +12% lightning / +18% fire / +13% light / +10% darkness Changes damage: +6% lightning / +3% fire Blindness immunity: +22% Amulets make your neck look great! |
![]() Koyasus Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce armor by 24% Changes resistances: +5% arcane / +2% physical Talent mastery: +0.13 Cursed / Gloom Spell save: +6 (+3 eff.) Life regen: +4.00 Amulets make your neck look great! |
![]() Requires: Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
![]() Requires: Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +2 Wil Changes resistances: +15% mind Changes damage: +9% blight Mental save: +6 (+3 eff.) Cut immunity: +40% Confusion immunity: +37% Mindpower: +6 (+2 eff.) Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() cleansing steel amulet of willpower (+4) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% nature / +12% blight Poison immunity: +25% Disease immunity: +22% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +1 Cun Changes damage: +6% darkness Life regen: +7.00 Maximum life: +44.00 Maximum psi: +10.00 Mental crit. chance: +4% Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +25 (+8 eff.) Changes stats: +1 Dex Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+3 eff.) Infravision radius: +3 Curse of Corpses Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +15 (+8 eff.) Spell save: +17 (+9 eff.) Mental save: +9 (+4 eff.) Life regen: +4.00 Maximum life: +60.00 Curse of Corpses Rings make your fingers look great! |
![]() Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing 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. |
![]() Crystal Shard (Corpses) (16-19 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 0% Wil, 130% Mag Damage type: Arcane Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+7 eff.) Spell crit. chance: +4% Curse of Corpses It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Voritira (Shrouds) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 0% Wil, 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+9 eff.) Changes stats: +3 Con Changes resistances: +3% physical Changes resistances penetration: +10% physical Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() potent ash vilestaff of might (Corpses) (19-23 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stats: 0% Wil, 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% fire Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +7% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() plaguebringer's iron battleaxe of evisceration (Shrouds) (11-16 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 15 On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +9 blight When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Disease immunity: +15% Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 36.2 - 54.4 Uses stats: 0% Wil, 120% Str Damage type: Darkness Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 29 Damage (Melee): +7 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +15% darkness Curse of Nightmares Massive two-handed battleaxes. Your inner turmoil engulfs this weapon. |
![]() Strikescar (Corpses) (19-28 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +2 Mag Changes resistances: +6% lightning / +6% fire Changes damage: +15% lightning / +6% fire Disarm immunity: +28% Infravision radius: +3 Curse of Corpses Massive two-handed mauls. |
![]() arcing steel greatmaul of erosion (Misfortune) (29-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 0% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Damage (Melee): +12 nature Curse of Misfortune Massive two-handed mauls. |
![]() Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 20.0 - 32.0 Uses stats: 0% Wil, 120% Str Damage type: Darkness Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 mind / +8 light Damage (radius 1) on hit: +20 mind When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +3 Wil Changes damage: +15% darkness Disarm immunity: +32% Curse of Corpses Massive two-handed swords. Your inner turmoil engulfs this weapon. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.4 - 79.0 Uses stats: 0% Wil, 120% Str Damage type: Darkness Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 15 Damage (Melee): +12 blight When wielded/worn: Changes damage: +15% darkness Disease immunity: +17% Curse of Nightmares Massive two-handed swords. Your inner turmoil engulfs this weapon. |
![]() Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Changes resistances: +3% lightning / +3% temporal Reduces incoming crit damage: 15.00% See invisible: +3 Curse of Corpses Sharp, long, and deadly. |
![]() Urirand (Misfortune) (18-24 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 temporal / +6 darkness / +4 arcane Damage against: +7% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +9% temporal Changes resistances penetration: +15% arcane Changes damage: +6% arcane Curse of Misfortune Sharp, long, and deadly. |
![]() iron mace of massacre (Shrouds) (18-24 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Curse of Shrouds Blunt and deadly. |
![]() Crooked Club (Nightmares) (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) Curse of Nightmares An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() steel mace 'Boridosta' (Madness) (16-22 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage against: +12% Unnatural When wielded/worn: Changes stats: +2 Str / +3 Wil / +5 Cun / +2 Con Changes resistances: +6% cold Light radius: +3 Curse of Madness Blunt and deadly. |
![]() balanced steel waraxe (Nightmares) (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +25% Curse of Nightmares One-handed war axes. |
![]() truestriking steel waraxe of rage (Shrouds) (12-17 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 0% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +5 Changes stats: +1 Str Changes resistances penetration: +7% physical Changes damage: +6% physical Curse of Shrouds One-handed war axes. |
![]() arcing steel dagger of evisceration (Madness) (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Wil, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Curse of Madness Sharp, short and deadly. |
![]() hateful dwarven-steel dagger of erosion (Madness) (18-24 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Wil, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature / +8 darkness Damage against: +8% Living Curse of Madness Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of massacre (Madness) (27-35 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 50% Wil, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Madness Sharp, short and deadly. |
![]() Alyrach the Cystrip (Nightmares) (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 24% When wielded/worn: Defense: +25 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Talent granted: +1 Attune Mindstar Poison immunity: +20% Only die when reaching: -60.00 life Mindpower: +8 (+3 eff.) Mental crit. chance: +2% 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. |
![]() warden's ash longbow of cold (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +14 cold When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Mag Changes resistances penetration: +9% temporal / +9% physical Changes damage: +12% physical / +9% temporal / +12% cold Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of enduring (Nightmares) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +5 Str / +9 Wil / +11 Con Maximum life: +51.00 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of piercing (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +11 Physical power: +9 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +12% all Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +3 Cun / +3 Dex Changes resistances: +3% temporal / +6% nature / +3% darkness Changes resistances penetration: +6% physical Maximum life: +20.00 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() deadly quiver of yew arrows of grasping (17/17, 38-54 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 38.5 - 53.9 Uses stats: 70% Wil, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() pouch of steel shots of grasping (19/19, 17-20 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 70% Wil, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 60 block) Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() swashbuckler's stralite shield of the stars (Shrouds) (0 def, 8 armour, 145.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +8 Fatigue: +8% Changes stats: +4 Str / +8 Dex / +5 Mag / +3 Cun Changes resistances: +16% light / +10% darkness Changes damage: +10% light / +11% darkness Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() linen robe of light (+18%) (Madness) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% light / +7% all Changes damage: +12% light Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rejuvenating hardened leather armour of cold resistance (Nightmares) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +17% cold Life regen: +4.70 Stamina each turn: +0.70 Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of the deep (Nightmares) (9 def, 8 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Life regen: +2.30 Stamina each turn: +0.80 Curse of Nightmares A suit of armour made of leather. |
![]() volcanic hardened leather armour of Eyal (Shrouds) (9 def, 13 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +20% fire / +13% physical Life regen: +3.00 Maximum life: +20.00 Healing mod.: +12% Curse of Shrouds A suit of armour made of leather. |
![]() Sepsishack the steel mail armour (Misfortune) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +4 Cun / +5 Wil Changes resistances: +18% cold / +6% arcane / +6% nature Changes damage: +9% acid Spell save: +13 (+7 eff.) Mental save: +14 (+6 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() cleansing steel mail armour of lightning resistance (Madness) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% lightning / +10% nature / +10% blight Curse of Madness A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +22% Changes resistances: +18% lightning / +15% darkness / +15% mind Changes resistances penetration: +5% light / +25% lightning Changes damage: +5% darkness Light radius: +3 Curse of Shrouds A suit of armour made of metal plates. Your inner turmoil engulfs this armor. |
![]() iron plate armour 'Aereba' (Madness) (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Fatigue: +22% Damage when hit (Melee): 6 arcane Changes resistances: +13% physical Changes damage: +3% arcane Physical save: +10 (+5 eff.) Spellpower: +5 (+2 eff.) Curse of Madness A suit of armour made of metal plates. |
![]() Mighty Girdle (Misfortune) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune 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. |
![]() cleansing rough leather belt of life (Nightmares) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% acid / +6% blight Life regen: +1.00 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
![]() rough leather belt of burglary (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
![]() cinder hardened leather gloves of dexterity (+3) (Madness) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +3 Dex Changes resistances: +6% fire Changes damage: +4% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cinder hardened leather gloves of regeneration (Misfortune) (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +5% fire Life regen: +2.50 Stamina each turn: +0.30 Psi each turn: +0.13 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. |
![]() storm hardened leather gloves (Madness) (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring dwarven-steel gauntlets of butchering (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Changes resistances: +7% blight Spell save: +20 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring dwarven-steel gauntlets of dexterity (+3) (Nightmares) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 15 arcane resource burn Changes stats: +3 Dex Spell save: +8 (+4 eff.) 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. |
![]() Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +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 It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.25 to 135.75 lightning damage (90.50 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Requires: Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +3% blight Changes damage: +9% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +8 Maximum stamina: +10.00 It can be used to 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: 193 Base Damage: 95 Armor: 5 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.9 - 51.0 Uses stats: 0% Wil, 120% Str Damage type: Darkness Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +17 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes damage: +15% darkness Curse of Nightmares Massive two-handed swords. Your inner turmoil engulfs this weapon. |
Achievements
By Eran the Fullmoon Hollowed level 20
26th Dusk 122nd year of Ascendancy at 07:09 see stats
By Eran the Fullmoon Hollowed level 10
8th Flare 122nd year of Ascendancy at 04:23 see stats
By Eran the Fullmoon Hollowed level 20
26th Dusk 122nd year of Ascendancy at 05:11 see stats
By Eran the Fullmoon Hollowed level 12
10th Flare 122nd year of Ascendancy at 19:50 see stats
By Eran the Fullmoon Hollowed level 7
7th Mirth 122nd year of Ascendancy at 05:33 see stats
By Eran the Fullmoon Hollowed level 15
4th Dusk 122nd year of Ascendancy at 06:28 see stats
By Eran the Fullmoon Hollowed level 15
16th Dusk 122nd year of Ascendancy at 02:49 see stats
Log
Eran's purging blight area effect hits Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) for 7 blight damage.
Eran's purging blight area effect killed Poison ivy!
Eran stops bleeding.
Eran receives 26 healing from Unnatural Body.
Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) briefly catches sight of you!
Eran's purging blight area effect hits Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) for 7 blight damage.
Eran receives 43 healing from Eran's purging blight area effect.
Resting starts...
Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) briefly catches sight of you!
Eran's purging blight area effect hits Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) for 6 blight damage.
Eran's purging blight area effect hits Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) for 6 blight damage.
Eran's purging blight area effect hits Animated Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) for 6 blight damage.
Talent Infusion: Regeneration is ready to use.
Desolate Steel greatsword of amnesia (Nightmares) (32-51 power, 17 apr) returns to your bags!
Rested for 6 turns (stop reason: all resources and life at maximum).
Talent Infusion: Wild is ready to use.
Talent Cursed Sentry is ready to use.
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 82 turns (stop reason: at exit).
Eran deactivates Savage Hunter.
Eran activates Savage Hunter.
Eran deactivates Stalk.
Eran activates Stalk.
Eran deactivates Cleave.
Eran activates Cleave.
Eran deactivates Remorse.
Eran activates Remorse.