









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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:
Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.6Donators/Buyers bonus! Inferno Race Pack 1.7.0Adds a collection of my races. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shadow |
| Class | Doomed |
| Level / Exp | 34 / 31% |
| Size | small |
| Lifes / Deaths | Killed by Layyriaba the red crystal at level 7 on the 5th Mirth 122nd year of Ascendancy at 13:36 7 / 3Killed by Benida the thalore at level 10 on the 10th Flare 122nd year of Ascendancy at 08:40 Killed by Bethelratira the cave troll at level 10 on the 2nd Dusk 122nd year of Ascendancy at 07:30 |
Primary Stats
| Strength | 52.606452919849 (base 25) |
| Dexterity | 73.212905839698 (base 40) |
| Constitution | 130.2129058397 (base 60) |
| Magic | 22.606452919849 (base 10) |
| Willpower | 138.2129058397 (base 68) |
| Cunning | 110.2129058397 (base 68) |
Resources
| Life | 1286/1286 |
| Hate | 38/104 |
| Healing Factor | 1.3165319671435 |
| Regeneration | 6.9117928275035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 73.341401002296 |
| See Invisible | 84.554306841995 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 71 |
| Crit Chance | 49% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 65 |
| Accuracy | 71 |
| Crit Chance | 48% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +6% |
| Mind | +18% |
| All | 0% |
| Darkness | +41% |
| Light | +6% |
| Lightning | +42% |
| Fire | +42% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +17% |
| Lightning | +9% |
| Fire | 0% |
| Mind | +29% |
Defense: Base
| Armour (hardiness) | 35 (81.69962066283%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 43 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 68%( 70%) |
| All | + 48%( 70%) |
| Physical | + 52%( 75%) |
| Lightning | + 60%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 48%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 80%( 80%) |
| Fire | + 56%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Stoning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 166 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 381 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Cursed / Darkness | 1.50 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Undead / Shadow Destruction | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Undead / Shadow Magic | 1.50 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Zilquish | 1.60 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadows Empathy |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.6)Penalty : Fractured Sanity: -11% Mind Resistance, -15% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 86% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.2% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 18% for 3 turns. |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Guarding against melee damage: Will dismiss up to 21 damage from the next 2.4 attack(s) with a 7% chance to counterattack. Guarded |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.6)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +17% damage against the undead. Power 2+: -1 Luck, +8 Strength, +8 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 6) when you fall below 51% health Power 4+: Reprieve from Death: Humanoids you slay have a 47% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +10 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 84 mind and 100 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 136 Mind damage, and deal 162 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 5.6)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 (+43% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 48% 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 318. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | Floerage the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +15% darkness Melee Ret 10 cold ----- def ----- Armour +4 Fatigue +3% Resists +12% light +18% cold +9% nature +12% darkness Curse of Corpses Rush: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 out of 25/25. Range 7 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. |
| Quiver | Yvoriabeth the Eclipsejustice (Nightmares) (20/20, 44-62 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 44.5 - 62.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +14.0% Capacity 20 Ranged+ +4 darkness On Hit.r1 +8 darkness On Crit.r2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 41% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
| Around waist | Neira's Memory (Misfortune)1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Curse of Misfortune Surround yourself with a magical shield (strength 156, based on Magic) for 10 turns. Uses 15 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| Light source | Duriruigen the brass lantern (Shrouds)2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Acc +10 (+4 eff.) Apr +6 ---------- misc Stam/turn +3.00 Light +3 Curse of Shrouds 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 | Nightstreaker the dwarven-steel helm (Shrouds) (0 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Res.pen +10% darkness Apr +3 Melee Ret 8 darkness ----- def ----- Armour +10 Fatigue +4% Resists +18% mind Mind.save +15 (+4 eff.) Die.at -60.00 life Confus- +30% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Kindlebutcher the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +10.0% Spell.crit +12% Mind.crit +8% Crit.mult +7.00% Dmg.mod +6% light Acc +15 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Armour +2 Fatigue +3% Resists +3% nature +3% cold Spell.save +3 (+1 eff.) HP.reg +5.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 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. |
| Tool | Bokerak the yew wand of lightning storm (Corpses) [power 320] (11 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +25% mind ----- def ----- Armour +4 Defense +10 (+2 eff.) Curse of Corpses Create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (454 total damage) Puts all charms on 11 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Zylen the gold ring (Madness)0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +6 Con dps ---------- Phys.pwr +18 (+4 eff.) Dmg.mod +6% physical Acc +10 (+4 eff.) Melee Ret 2 mind ----- def ----- Defense +25 (+6 eff.) Resists +16% acid +15% fire +14% lightning +18% cold ---------- misc Stam/turn +3.00 Curse of Madness Rings make your fingers look great! |
| On fingers | Nightsong (Madness)0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Curse of Madness Shadowstep: Level 3.5 Pwr.cost 37 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Lightsorrow the copper amulet (Corpses)0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.pwr +22 (+4 eff.) ----- def ----- Resists +15% light Mind.save +15 (+4 eff.) Confus- +11% ---------- misc Psi/ret +0.08 Max.hate +4.00 Curse of Corpses Amulets make your neck look great! |
| In main hand | dreamer's pulsing mindstar of storms (Corpses) (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +5 Dex +3 Mag +4 Wil +4 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 lightning Dmg.mod +12% lightning Res.pen +9% lightning ----- def ----- Resists +8% lightning +16% mind Mind.save +4 (+1 eff.) ---------- misc Psi/turn +0.70 Max.psi +42.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Absorbed Mindstar | Blackedge (Madness) (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 darkness On Hit: * 20 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+3 eff.) ----- def ----- Resists +1% physical +5% arcane +15% mind Blind- +20% Teleport- +20% ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| In off hand | thorny mindstar 'Ivikira' (Nightmares) (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +3% Crit.mult +16.00% Mind.pwr +6 (+1 eff.) Dmg.mod +3% mind Res.pen +4% mind ----- def ----- Resists +5% mind Dmg.Resnn +10% Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.90 Max.psi +30.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | shadow cashmere cloak of mindcraft (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +16% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness Stealth +11 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. |
| Main armor | Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 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. |
Inventory
healing infusion of the psychic (heal 342; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 342 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 267; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 267 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 422%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 422% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 555%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 555% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 815%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 815% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 116; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 575; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 575 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 49%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Prismatic Rune (6 turns; acid, physical, darkness, blight, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 5 darkness, 4 blight, 5 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (702.85 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 702.85 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 73; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 73.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 10; phase 33; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 372; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 84; cd 11)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread (Shrouds)0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Curse of Shrouds Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
Daneth's Neckguard (Shrouds)2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical Curse of Shrouds 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. |
Gloomvenom the copper amulet (Misfortune)0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +9% acid +16% light +20% darkness Blind- +22% Curse of Misfortune Amulets make your neck look great! |
Spellblaze Echoes (Madness)0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Curse of Madness Unleash a destructive wail, destroying terrain and dealing 336.89 physical damage (based on Magic) in a radius of 3. Uses 44 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Withering Orbs (Nightmares)0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares 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... |
starseer's gold amulet of manastreaming (Corpses)0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Dmg.mod +5% darkness +5% temporal +5% light +5% physical ---------- misc Mana/turn +0.23 Max.mana +31.00 Curse of Corpses Amulets make your neck look great! |
Bloomwill the copper ring (Corpses)0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +11% cold Res.pen +10% nature Melee Ret 10 nature ----- def ----- Resists +6% fire +22% cold Curse of Corpses Rings make your fingers look great! |
Cuthikath the steel ring (Shrouds)0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +8 (+2 eff.) Acc +25 (+8 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.stam +20.00 Curse of Shrouds Rings make your fingers look great! |
Polena the stralite ring (Corpses)0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Cun +4 Mag dps ---------- Spell.pwr +30 (+8 eff.) Dmg.mod +6% temporal Res.pen +20% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +16 (+4 eff.) Resists +6% temporal Spell.save +6 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Ring of the Dead (Misfortune)0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
The Black Ring (Nightmares)0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Curse of Nightmares "An innocuous bauble. Until you look through the hole." |
gold ring 'Quenchdash' (Shrouds)0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +12 (+4 eff.) Apr +10 ----- def ----- Armour +2 Defense +13 (+3 eff.) Resists +15% mind +3% cold Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -20.00 life Max.HP +40.00 Blind- +20% Curse of Shrouds Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of pilfering (Shrouds)0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+5 eff.) Apr +7 ----- def ----- Defense +9 (+2 eff.) Curse of Shrouds Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring of perseverance (Corpses)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +22% ---------- misc Max.enc +21 Curse of Corpses Rings make your fingers look great! |
psionicist's copper ring (Shrouds)0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
stralite ring 'Pyreminister' (Nightmares)0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +5% all Res.pen +15% fire Acc +6 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% nature +9% acid Mind.save +5 (+2 eff.) Confus- +20% Curse of Nightmares Rings make your fingers look great! |
warrior's copper ring of nature (+20%) (Misfortune)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +4 Resists +20% nature Curse of Misfortune Rings make your fingers look great! |
Stormfront (Shrouds) (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Curse of Shrouds The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Spelldrinker (Shrouds) (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Tenaribers the dwarven-steel dagger (Misfortune) (16-20 power, 9 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: Stats +6 Str dps ---------- Dmg.mod +12% blight +12% physical Res.pen +10% physical ----- def ----- Defense +30 (+7 eff.) ---------- misc Max.vim +30.00 Curse of Misfortune Sharp, short and deadly. |
Unerring Scalpel (Nightmares) (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Shrouds Shattering Blow: Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 64% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
truestriking stralite greatmaul (Misfortune) (53-80 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 53.0 - 79.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +9 (+3 eff.) Apr +10 Curse of Misfortune Massive two-handed mauls. |
Colaryem (Nightmares) (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Nightmares This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
acidic stralite greatsword of vileness (Shrouds) (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 blight On Hit: * 31% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Curse of Shrouds Massive two-handed swords. |
inquisitor's stralite greatsword of persecution (Corpses) (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +21% Unnatural On Crit: * Deals 155 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +6 Wil Curse of Corpses Massive two-handed swords. |
Corpsebow (Madness)4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Disease- +50% Curse of Madness A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Glareta the Frozenwrest (Corpses)4.0 T3 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 fire While equipped: dps ---------- Dmg.mod +15% cold +15% mind +24% fire Res.pen +10% mind ----- def ----- Resists +6% acid +6% temporal +12% mind HP.reg +4.00 Silence- +20% Curse of Corpses Longbows are used to shoot arrows at your foes. |
Twilight's Edge (Nightmares) (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 Curse of Nightmares The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
balanced stralite longsword of projection (Nightmares) (32-44 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +39% Curse of Nightmares Sharp, long, and deadly. |
dwarven-steel longsword of crippling (Nightmares) (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Curse of Nightmares Sharp, long, and deadly. |
dwarven-steel longsword of rage (Nightmares) (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical Acc +12 (+4 eff.) Curse of Nightmares Sharp, long, and deadly. |
enhanced stralite longsword (Shrouds) (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +5 Mag +6 Wil +7 Cun +5 Con Curse of Shrouds Sharp, long, and deadly. |
Bloomsoul (Misfortune) (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Misfortune Bloom Heal: (Instant) Level 2.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 76 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. |
Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Madness Kinetic energies are focussed in the core of this mindstar. |
blooming mossy mindstar of balance (Madness) (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +10% Heal/summ +10 ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar (Nightmares) (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of frost (Nightmares) (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Crit.mult +11.00% Mind.pwr +8 (+2 eff.) Melee+ 10 cold Dmg.mod +4% cold Res.pen +8% cold ----- def ----- Armour +10 Resists +14% cold ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of clarity (Corpses) (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious pulsing mindstar of flames (Madness) (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +4% nature +9% fire Res.pen +5% nature +12% fire ----- def ----- Resists +3% nature +10% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing vined mindstar (Misfortune) (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +4% physical ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
honing vined mindstar of clarity (Corpses) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% physical Res.pen +2% physical ----- def ----- Resists +4% physical Mind.save +2 (+1 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar of clarity (Nightmares) (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 5 mind 6 darkness Dmg.mod +6% mind +4% darkness ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Max.psi +29.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering thorny mindstar of life (Nightmares) (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Hate/kill +1.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Curse of Nightmares Inflict 206.50 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 15 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning pulsing mindstar of flames (Madness) (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 16 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +4% Melee+ 9 fire Dmg.mod +9% fire Res.pen +15% fire ----- def ----- Resists +4% arcane +8% fire ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of life (Shrouds) (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of balance (Misfortune) (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Disease- +10% ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Curse of Misfortune 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. |
projecting thorny mindstar (Corpses) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +13% lightning +9% fire +12% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of flames (Misfortune) (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Melee+ 11 fire Dmg.mod +6% fire Res.pen +8% fire ----- def ----- Resists +8% fire ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
resonating thorny mindstar of balance (Madness) (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +5% mind Dmg.Resnn +7% Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.80 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Sleetraven' (Shrouds) (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +9% cold ----- def ----- Resists +3% blight Spell.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +20% Disarm- +10% ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of storms (Nightmares) (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +2 Mag +1 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 11 lightning 3 physical 2 cold 5 acid 2 fire Dmg.mod +5% lightning Res.pen +4% lightning ----- def ----- Resists +10% lightning +4% physical +4% fire +2% cold +4% acid ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling of cunning (+5) (Nightmares)4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun dps ---------- Phys.crit +3.0% Res.pen +7% physical Acc +7 (+3 eff.) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Skyspitter the ash vilestaff (Madness) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +6% Mind.crit +3% Crit.mult +15.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +25% lightning +15% mind ----- def ----- Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.psi +20.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood starstaff of might (Nightmares) (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Cun +4 Con dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +28.00 Max.N.En +30.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
steady stralite steamgun of true flight (Misfortune)4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Acc +14 (+5 eff.) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hathoroddagazor the Darkstone (Nightmares) (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +20 mind While equipped: dps ---------- Dmg.mod +15% darkness +6% mind Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +12% mind Curse of Nightmares One-handed war axes. |
balanced stralite waraxe of erosion (Nightmares) (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +35% Curse of Nightmares One-handed war axes. |
blazebringer's stralite waraxe (Madness) (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +43 fire While equipped: dps ---------- All.spd +7% Res.pen +5% fire Curse of Madness One-handed war axes. |
steel waraxe 'Siluretha' (Misfortune) (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight +9 mind On Hit: * 19% chance to reduce all saves and defense by 51 On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +5 Dex +6 Mag +7 Wil +11 Cun +7 Con dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) Spell.pwr +10 (+3 eff.) Melee Ret 4 blight ---------- misc Infravis +3 Curse of Misfortune One-handed war axes. |
truestriking dwarven-steel waraxe of massacre (Madness) (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +10 (+4 eff.) Apr +7 Curse of Madness One-handed war axes. |
truestriking stralite waraxe of crippling (Nightmares) (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +9% physical Acc +18 (+6 eff.) Apr +9 Curse of Nightmares One-handed war axes. |
Shinespiker the rough leather belt (Misfortune)1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +5 Lck dps ---------- Dmg.mod +15% light On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Light +3 Infravis +4 Curse of Misfortune A belt that goes around your waist. |
hardened leather belt 'Gligatha' (Corpses)1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +11 (+2 eff.) ----- def ----- Defense +30 (+7 eff.) Resists +3% light Phys.save +3 (+1 eff.) Spell.save +8 (+3 eff.) Max.HP +34.00 Teleport- +20% ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
monstrous hardened leather belt of transcendence (Nightmares)1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +15 (+5 eff.) ---------- misc Size +1 Curse of Nightmares A belt that goes around your waist. |
Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
restorative cashmere cloak of the voidstalker (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +12% temporal +15% nature +14% darkness HP.reg +4.00 Heal.mod +12% Def/telep +16 Res/telep +11% Dur/telep +12% Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the Shaloren (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+0 eff.) Resists +18% darkness Stealth +13 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. |
spellcowled cashmere cloak of Iron Throne (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Wil +2 Con ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+4 eff.) ---------- misc Max.mana +42.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (Madness) (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +14% temporal +15% darkness +15% cold Def/telep +14 Res/telep +11% Dur/telep +10% Curse of Madness Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all Curse of Madness An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Worm Nest (Corpses) (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Curse of Corpses Carrion Feet: Level 4.5 Pwr.cost 11 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
tormentor's linen robe of nature (+16%) (Corpses) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +11.00% Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of frost (+22%) (Misfortune) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +15% cold ----- def ----- Resists +13% all +22% cold Poison- +29% Disease- +39% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silysevea (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% blight ----- def ----- Armour +1 Fatigue -5% Phys.save +7 (+2 eff.) ---------- misc Max.enc +24 Mana/turn +0.04 Equi/ret +0.04 Curse of Madness A pair of boots made of leather. |
grounding pair of dwarven-steel boots of disengagement (Shrouds) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +7% temporal Curse of Shrouds Disengage: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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. |
restorative pair of dwarven-steel boots of tirelessness (Nightmares) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +13% ---------- misc Stam/turn +0.60 Max.stam +18.00 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. |
brawler's voratun gauntlets (Corpses) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
drakeskin leather gloves of war-making (Misfortune) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +5% Crit.mult +9.00% ----- def ----- Armour +3 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. |
hardened leather gloves of butchering (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +4 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +9% blight Spell.save +14 (+5 eff.) 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. |
restful drakeskin leather gloves of butchering (Corpses) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +8 (+3 eff.) Apr +9 ----- def ----- Armour +3 Resists +9% blight Spell.save +8 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+2) (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +22% 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. |
storm voratun gauntlets of the juggernaut (Misfortune) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 9 lightning Dmg.mod +8% lightning ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning Phys.save +23 (+8 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Juggernaut: (Instant) Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Gunedor the Tidekill (Madness) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Wil +3 Cun +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Light +3 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pyrenaught the rough leather cap (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +3% fire Curse of Shrouds A cap made of leather. |
aegis cashmere wizard hat of knowledge (Madness) (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Shield.pwr +9% HP.reg +2.30 Curse of Madness A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm of might (Madness) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Curse of Madness Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 214.4 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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. |
dragonslayer's hardened leather cap of fortune (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Phys.crit +2.0% Spell.crit +4% Mind.crit +5% ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +7% fire +8% lightning +7% cold Curse of Misfortune A cap made of leather. |
hardened leather cap (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% Curse of Nightmares A cap made of leather. |
iron helm 'Polarilratha' (Shrouds) (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +5% Resists +3% blight +7% cold +6% temporal Confus- +10% ---------- misc Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm of constitution (+5) (Madness) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% nature Spell.save +5 (+2 eff.) Max.HP +51.00 Heal.mod +13% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (Corpses) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Curse of Corpses A cap made of leather. |
Emeletta the iron mail armour (Shrouds) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +3% blight ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +15% temporal ---------- misc Hate/m.crit +3.00 Curse of Shrouds A suit of armour made of mail. |
Gunegund (Misfortune) (18 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Spell.crit +3% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +19 Defense +18 (+4 eff.) Fatigue +12% Resists +23% cold +5% arcane +21% fire Blind- +20% Knockbk- +10% Curse of Misfortune A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (Madness) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% lightning +12% nature +12% blight Curse of Madness A suit of armour made of mail. |
enlightening stralite mail armour of natural resilience (Nightmares) (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% nature +14% blight D.Red.from +9% Unnatural Mind.save +15 (+4 eff.) Curse of Nightmares A suit of armour made of mail. |
fortifying stralite mail armour of lightning resistance (Corpses) (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% lightning Max.HP +70.00 Curse of Corpses A suit of armour made of mail. |
Goth the rough leather armour (Nightmares) (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: Stats +2 Wil +5 Mag dps ---------- Dmg.mod +3% mind ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +5% arcane Spell.save +11 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
prismatic reinforced leather armour of acid resistance (Corpses) (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +21% acid +14% light +14% darkness Curse of Corpses A suit of armour made of leather. |
Flashlore the dwarven-steel plate armour (Shrouds) (25 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Armour +11 Defense +25 (+6 eff.) Fatigue +22% Resists +6% temporal +2% physical +9% darkness +8% mind Mind.save +17 (+5 eff.) Cut- +20% Curse of Shrouds A suit of armour made of metal plates. |
radiant stralite plate armour of lightning resistance (Shrouds) (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +17% blight +18% darkness +15% lightning ---------- misc Light +1 Curse of Shrouds A suit of armour made of metal plates. |
crackling steel shield (Corpses) (0 def, 4 armour, 44.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
flaming dwarven-steel shield of crushing (Misfortune) (0 def, 6 armour, 73 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) Melee+ 7 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
living steel shield of resistance (Corpses) (0 def, 4 armour, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +5% acid +7% lightning +12% blight +7% cold +12% nature +6% fire Max.HP +41.00 ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
Elenysaran the quiver of yew arrows (Corpses) (19/19, 48-67 power, 10 apr)3.0 T3 arrow ammo [Rare] Psionic Power 48.0 - 67.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% Phasing +30% Ranged+ +35 physical On Crit.r2 +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 362 physical damage While equipped: ---------- misc Reload +4 Curse of Corpses Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of grasping (Madness) (16/16, 23-32 power, 7 apr)3.0 T2 arrow ammo [Ego+] Nature Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 On Hit: * 20% chance to create vines that bind the target to the ground dealing 362 nature damage and pinning them for 3 turns Curse of Madness Arrows are used with bows to pierce your foes to death. |
sentry's quiver of yew arrows of accuracy (Misfortune) (56/56, 40-55 power, 16 apr)3.0 T3 arrow ammo [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +16 Crit +2.0% Capacity 56 Rld cld 3 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
425 alchemist agate (Nightmares)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (Madness) (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig Curse of Madness A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chalaromirodur (Corpses)2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% lightning +3% blight Mind.save +6 (+2 eff.) Max.HP +40.00 HP.reg +4.00 Stun/Frz- +20% Knockbk- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +5 Curse of Corpses 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. |
brass lantern 'Thunderwing' (Nightmares)2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% mind Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +15% lightning ---------- misc Light +3 Curse of Nightmares 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot (Madness)2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Madness A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
acidic pouch of steel shots of corruption (Madness) (16/16, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 On Hit: 20% Curse of Defenselessness 2 On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Curse of Madness Shots are used with slings to pummel your foes to death. |
tundral pouch of stralite shots of annihilation (Shrouds) (16/18, 52-63 power, 11 apr)3.0 T4 shot ammo [Ego+] Nature/Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +10.5% Capacity 18 Proj.spd +200% Ranged+ +11 cold On Crit.r2 +9 cold Curse of Shrouds Shots are used with slings to pummel your foes to death. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful ash wand of clairvoyance (Madness) [power 10] (11 cooldown)2.0 T2 wand charm [Ego] Arcane Curse of Madness Reveal the area around you, dispelling darkness (radius 10, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Darkova the Shadow Doomed level 29
42nd Dusk 122nd year of Ascendancy at 08:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Darkova the Zilquish Doomed level 24
22nd Dusk 122nd year of Ascendancy at 20:05 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Darkova the Zilquish Doomed level 20
18th Dusk 122nd year of Ascendancy at 11:38 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Darkova the Shadow Doomed level 25
23rd Dusk 122nd year of Ascendancy at 10:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Darkova the Zilquish Doomed level 10
7th Flare 122nd year of Ascendancy at 22:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Darkova the Zilquish Doomed level 20
16th Dusk 122nd year of Ascendancy at 09:51 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Darkova the Shadow Doomed level 30
43rd Dusk 122nd year of Ascendancy at 19:48 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Darkova the Shadow Doomed level 33
52nd Dusk 122nd year of Ascendancy at 22:56 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Darkova the Shadow Doomed level 28
41st Dusk 122nd year of Ascendancy at 14:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Darkova the Zilquish Doomed level 16
13rd Dusk 122nd year of Ascendancy at 14:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Darkova the Zilquish Doomed level 10
7th Flare 122nd year of Ascendancy at 22:50 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Darkova the Shadow Doomed level 32
51st Dusk 122nd year of Ascendancy at 14:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Darkova the Zilquish Doomed level 10
9th Flare 122nd year of Ascendancy at 15:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Darkova the Zilquish Doomed level 24
22nd Dusk 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Darkova the Zilquish Doomed level 17
14th Dusk 122nd year of Ascendancy at 10:27 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Shadow casts Phase Door.
Ran for 42 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a next level here (press '' or right click to use).
Ran for 42 turns (stop reason: at exit).
Darkova deactivates Gloom.
Darkova activates Gloom.
Darkova deactivates Call Shadows.
Darkova activates Call Shadows.
Darkova deactivates Gesture of Pain.
Darkova activates Gesture of Pain.
Darkova deactivates Shadows Empathy.
Darkova activates Shadows Empathy.
Your summoned shadow disappears.
Your summoned shadow disappears.
Your summoned shadow disappears.
Your summoned shadow disappears.

























































































































































