








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Cursed |
Level / Exp | 21 / 9% |
Size | medium |
Lifes / Deaths | Killed by Xuvea the saw horror at level 21 on the 6th Haze 122nd year of Ascendancy at 06:21 / 1 |
Primary Stats
Strength | 67 (base 39) |
Dexterity | 27 (base 10) |
Constitution | 31 (base 13) |
Magic | 17 (base 10) |
Willpower | 57 (base 50) |
Cunning | 12 (base 10) |
Resources
Life | -41/643 |
Hate | 75/100 |
Psi | 125/147 |
Healing Factor | 1.0025065131242 |
Regeneration | 0.25062662828104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 15.703251193202 |
See Invisible | 15.703251193202 |
Offense: Mainhand
Damage | 114 |
Accuracy | 46 |
Crit Chance | 5% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Temporal | +9% |
All | 0% |
Physical | +6% |
Mind | +15% |
Nature | +33% |
Offense: Damage Penetration
Nature | +25% |
Acid | +30% |
Cold | +25% |
All | +20% |
Defense: Base
Armour (hardiness) | 37 (68.594633868923%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 32 |
Mental Save | 22 |
Defense: Resistances
Fire | + 16%( 70%) |
Nature | + 40%( 70%) |
Cold | + 14%( 70%) |
Blight | + 19%( 70%) |
Physical | + 29%( 70%) |
Mind | + 16%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Confusion Resistance | 35% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 42% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 95% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 66 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 Magic 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved talent Mind Sear (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' 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 bear paw. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +18% nature Ignore resists +10% acid +5% cold +5% nature defense ------ Armor +1 Resistance +3% cold Stealth +6 Curse of Shrouds A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +2 Wil offense ------ Damage +9% temporal When Hit 12 fire defense ------ Resistance +6% fire Crit Resistance 5.00% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +20 (+5 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% nature Crit Resistance 15.00% Teleport Resist +10% Curse of Misfortune A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag defense ------ Defense +5 (+3 eff.) Resistance +9% blight +6% mind Spell save +8 (+4 eff.) Poison Resist +10% Pinning Resist +20% Stun Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +14 darkness +23 cold Damage Against +21% Living On-Hit, radius 1 +8 cold While equipped: Stats +1 Dex +2 Con offense ------ Damage +6% physical Ignore resists +20% all Accuracy +19 (+7 eff.) Ignore Armor +19 other ------- Stamina/turn +1.00 Curse of Shrouds Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Master While equipped: Stats +11 Str +3 Dex +3 Wil +2 Cun +5 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Unlife -40.00 life Disarm Resist +22% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling 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. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 482% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 61 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 193 damage for 3 turns. 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. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +2.0% Damage +3% darkness When Hit 4 darkness defense ------ Fatigue -6% Resistance +6% darkness Unlife -80.00 life Life Regen +2.00 other ------- Stamina/turn +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Wil offense ------ Mindpower +10 (+4 eff.) Damage +3% fire defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +21% other ------- Psi when Hit +0.04 Hate-on-crit +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +13% light +17% darkness Blind Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +5 Dex offense ------ Ignore resists +10% nature Accuracy +8 (+3 eff.) When Hit 10 nature defense ------ Resistance +6% nature +9% light +6% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Damage +10% lightning +6% darkness Ignore resists +5% nature When Hit 2 darkness On-Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) Ignore resists +20% lightning +10% mind +10% light defense ------ Resistance +18% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +24% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Mag +6 Cun offense ------ On-Hit 16 light On-Ranged-Hit 15 light Damage +12% light Accuracy +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold Curse of Nightmares The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Curse of Shrouds Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 light On-crit, radius 2 +8 fire While equipped: offense ------ Damage +12% lightning +3% fire Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +23% other ------- Light +2 Curse of Corpses Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Curse of Nightmares Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 13 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +11% Curse of Madness Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con +7 Wil defense ------ Life +34.00 Curse of Madness Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con offense ------ Physical Crit +7.0% Physical Power +11 (+3 eff.) Ignore resists +5% physical defense ------ Disarm Resist +16% Curse of Madness Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 mind On-Hit, radius 1 +16 fire While equipped: offense ------ Damage +6% fire Ignore resists +10% lightning +15% mind Accuracy +10 (+4 eff.) defense ------ Defense +13 (+6 eff.) Disarm Resist +39% Curse of Madness Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +8 nature On Hit: * 10% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 31 While equipped: Stats +10 Con +10 Wil defense ------ Resistance +9% fire +3% darkness +3% temporal Mind save +6 (+3 eff.) Life +82.00 Curse of Nightmares Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Psionic Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 31 acid damage (1/turn) While equipped: offense ------ Damage +14% acid Ignore resists +10% acid Curse of Madness Massive two-handed swords. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: * 20% chance to slow global speed by 58% While equipped: Stats +2 Dex offense ------ On-Hit (Ranged): * 10% chance to slow global speed by 58% defense ------ Resistance +3% nature Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) Curse of Shrouds This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 lightning While equipped: Stats +2 Str offense ------ Physical Power +11 (+3 eff.) Damage +15% lightning Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Spell Crit +2% Physical Power +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Resistance +3% acid +3% darkness +5% arcane Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 light On-Hit, radius 1 +8 fire While equipped: offense ------ Critical power +10.00% Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% other ------- Psi when Hit +0.12 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 light Damage Against +6% Undead Curse of Madness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Disrupt Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Damage Against +16% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Damage +6% light +21% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 defense ------ Resistance +12% mind Curse of Corpses Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +5 light Damage Against +9% Undead Curse of Madness Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Curse of Shrouds Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Madness Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 227.07 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: offense ------ Ignore resists +8% all Accuracy +5 (+2 eff.) Ignore Armor +8 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 light +12 darkness Damage Against +8% Undead On-crit, radius 2 +4 darkness While equipped: Stats +5 Str +5 Dex +3 Mag +6 Wil +5 Cun +5 Con offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +8 When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 25% Curse of Shrouds One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +8 nature On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 58% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +7 (+3 eff.) defense ------ Resistance +9% light +6% temporal Curse of Shrouds One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 light While equipped: Stats +1 Str +1 Cun +1 Con offense ------ Ignore resists +5% mind Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Resistance +6% light Disarm Resist +23% other ------- See Invisibility +3 Curse of Nightmares One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 mind +16 blight On-crit, radius 2 +4 mind While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +4 Cun +5 Con offense ------ Damage +12% nature +6% mind When Hit 4 blight defense ------ Resistance +6% blight Curse of Nightmares One-handed war axes. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Curse of Shrouds Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.50 to 37.50 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +4% defense ------ Mind save +3 (+2 eff.) Life +30.00 Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Defense +1 (+1 eff.) Resistance +3% cold +3% fire Life +33.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spell Crit +3% Ignore resists +10% acid defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% fire Ignore resists +10% fire defense ------ Defense +1 (+1 eff.) Resistance +9% mind +6% fire Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Hate-on-crit +1.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +5.00% Spellpower/crit +4 Damage +6% lightning Ignore resists +20% blight defense ------ Defense +1 (+1 eff.) Life +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +14% lightning +13% arcane defense ------ Resistance +21% lightning +9% all other ------- Max mana +10.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Move Speed +25% Ignore Armor +1 defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +2% Life +40.00 Life Regen +2.00 Poison Resist +20% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +10% nature defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal +9% mind +3% nature Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Cun +3 Con offense ------ Ignore resists +15% nature When Hit 4 nature defense ------ Armor +3 Fatigue +2% Mind save +3 (+2 eff.) other ------- Max psi +40.00 Curse of Shrouds Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% light Ignore resists +5% light +15% mind When Hit 4 light defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +9% fire When Hit 4 fire defense ------ Armor +3 Resistance +10% lightning +10% temporal +15% fire Crit Resistance 10.00% Curse of Corpses A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Wil offense ------ Damage +15% mind When Hit 10 fire defense ------ Armor +8 other ------- Infravision +4 Curse of Madness A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 fire defense ------ Armor +5 Fatigue +2% Resistance +3% acid +9% light Spell save +3 (+1 eff.) Life Regen +2.00 Teleport Resist +10% other ------- Infravision +2 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 60.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane +3% mind Ignore resists +15% lightning +5% mind When Hit 2 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 defense ------ Armor +1 Fatigue +1% Resistance +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +10 Fatigue +3% Resistance +3% darkness +5% arcane Physical save +14 (+6 eff.) Spell save +4 (+2 eff.) Mind save +6 (+3 eff.) Disease Resist +10% Disarm Resist +26% other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 cold Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +6% cold 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 physical Damage +4% physical Accuracy +10 (+4 eff.) defense ------ Armor +7 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +10 Wil +2 Con offense ------ Damage +6% lightning defense ------ Defense +2 (+1 eff.) Resistance +12% acid other ------- EQ when Hit +1.40 Psi when Hit +1.20 Hate when Hit +1.80 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +3 Wil offense ------ Damage +9% cold defense ------ Armor +4 Fatigue +4% Resistance +9% light +6% cold other ------- Light +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +5% darkness When Hit 2 light defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +6% darkness other ------- Light +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +18% lightning +3% cold +18% nature Teleport Resist +10% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% mind +3% darkness +11% nature Ignore resists +5% darkness When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Defense +1 (+1 eff.) Resistance +16% nature +3% darkness Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +6 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Curse of Misfortune Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 222.8 Physical damage. If the attack hits, the target is confused (33% 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. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Curse of Nightmares Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 222.8 Physical damage. If the attack hits, the target is confused (33% 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 cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Physical Power +15 (+4 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +4 Dex +3 Wil +1 Cun defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% blight other ------- EQ when Hit +0.16 Curse of Madness A cap made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +9% lightning +3% mind Ignore resists +15% cold When Hit 2 cold defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +1 Critical Rate +3.5% Block +78 While equipped: Stats +2 Dex offense ------ Physical Power +20 (+5 eff.) defense ------ Armor +6 Fatigue +8% Life +58.00 other ------- Infravision +3 Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 13 On-ranged-hit +12 acid +4 darkness On-Hit, radius 1 +12 acid On Hit: * 10% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 25% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Arcane/Master Weapon Damage 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +1.0% Capacity 24 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Master/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Con offense ------ Damage +6% nature Ignore resists +15% fire When Hit 4 nature 6 fire defense ------ Armor +3 Defense +6 (+3 eff.) Resistance +5% physical other ------- Spell cooldown 10% Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Resistance +3% mind +9% nature other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Master/Psionic Weapon Damage 26.5 - 31.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 Auto Reload 6 On-ranged-hit +4 lightning +7 physical +8 mind On-Hit, radius 1 +8 lightning On-crit, radius 2 +4 lightning On Hit: * 34% chance to reduce all saves and defense by 31 * 20% chance to knock the target back 3 spaces and deal 200 physical damage On Critical: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 207 physical damage Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+4 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 126 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Madam Bones the Skeleton Cursed level 18
1st Time of Equilibrium 122nd year of Ascendancy at 14:07 see stats
By Madam Bones the Skeleton Cursed level 10
8th Flare 122nd year of Ascendancy at 16:56 see stats
By Madam Bones the Skeleton Cursed level 20
2nd Haze 122nd year of Ascendancy at 21:02 see stats
By Madam Bones the Skeleton Cursed level 5
2nd Mirth 122nd year of Ascendancy at 04:59 see stats
By Madam Bones the Skeleton Cursed level 11
4th Dusk 122nd year of Ascendancy at 01:38 see stats
By Madam Bones the Skeleton Cursed level 18
1st Time of Equilibrium 122nd year of Ascendancy at 12:36 see stats
Log
Madam Bones hits Mirror Image for 112 mind damage.
Madam Bones killed Mirror Image!
Madam Bones receives 17 healing from Unnatural Body.
Mindrot hits Xuvea the saw horror for (7 flat reduction), 0 mind, (9 flat reduction), 0 darkness (0 total damage).
Xuvea the saw horror's phys.bleed area effect hits Madam Bones for 33 physical damage.
Madam Bones uses Frenzy.
You revel in attacking a weakened foe! (+2 hate)
Melee retaliation hits Madam Bones for 4 mind, 12 physical, 7 mind, 12 physical, 4 mind, 12 physical, 7 mind, 12 physical (70 total damage).
Madam Bones hits Xuvea the saw horror for (38 to psi shield), (12 flat reduction), 44 physical, (12 flat reduction), 2 darkness, (12 flat reduction), 10 cold, (8 flat reduction), 0 cold, (30 to psi shield), (12 flat reduction), 32 physical, (12 flat reduction), 2 darkness, (12 flat reduction), 10 cold, (8 flat reduction), 0 cold, (32 to psi shield), (12 flat reduction), 35 physical, (12 flat reduction), 2 darkness, (12 flat reduction), 10 cold, (8 flat reduction), 0 cold, (38 to psi shield), (12 flat reduction), 44 physical, (12 flat reduction), 2 darkness, (12 flat reduction), 10 cold, (8 flat reduction), 0 cold (203 total damage).
Xuvea the saw horror's Manathrust has been disrupted by anti-magic forces!
Xuvea the saw horror is poisoned!
Xuvea the saw horror slows down.
Xuvea the saw horror hits Madam Bones for 34 physical, 4 cold, 5 lightning, 5 fire, 4 arcane, 3 acid, 2 acid, 3 cold, 3 fire, 5 arcane, 4 lightning (70 total damage).
Melee retaliation hits Xuvea the saw horror for (2 to psi shield), (3 flat reduction), 0 nature, (11 to psi shield), (12 flat reduction), 4 nature, (12 flat reduction), 2 fire (7 total damage).
Poison from Madam Bones hits Xuvea the saw horror for (2 to psi shield), (3 flat reduction), 0 nature (0 total damage).
Xuvea the saw horror throws two quick punches.
Madam Bones begins rampaging!
Madam Bones resists!
Xuvea the saw horror hits Madam Bones for 48 physical, 4 cold, 5 lightning, 5 fire, 4 arcane, 3 acid, 2 acid, 3 cold, 3 fire, 5 arcane, 4 lightning, 56 physical, 4 cold, 5 lightning, 5 fire, 4 arcane, 3 acid, 2 acid, 3 cold, 3 fire, 5 arcane, 4 lightning (176 total damage).
Melee retaliation hits Xuvea the saw horror for (2 to psi shield), (3 flat reduction), 0 nature, (11 to psi shield), (12 flat reduction), 4 nature, (12 flat reduction), 2 fire, (2 to psi shield), (3 flat reduction), 0 nature, (11 to psi shield), (12 flat reduction), 4 nature, (12 flat reduction), 2 fire (13 total damage).
Talent Mind Sear is ready to use.
Madam Bones receives 12 healing from Unnatural Body.
Mindrot hits Xuvea the saw horror for (7 flat reduction), 0 mind, (9 flat reduction), 0 darkness (0 total damage).
Xuvea the saw horror's phys.bleed area effect hits Madam Bones for 33 physical damage.
Xuvea the saw horror throws a finishing uppercut.
Madam Bones shrugs off the effect 'Stunned'!
Xuvea the saw horror hits Madam Bones for 82 physical, 4 cold, 5 lightning, 5 fire, 4 arcane, 3 acid, 2 acid (104 total damage).
Melee retaliation hits Xuvea the saw horror for (2 to psi shield), (3 flat reduction), 0 nature, (11 to psi shield), (12 flat reduction), 4 nature, (12 flat reduction), 2 fire (7 total damage).
Madam Bones the level 21 skeleton cursed was melted to death by Xuvea the saw horror on level 3 of Lake of Nur.