












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Revamped Skirmisher 1.7.1Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Earth Mage 1.7.2Adds the Earth Mage as a mage class that combines earth magics with wild gifts. Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution. https://github.com/Werekracken/tome-earthmage -- generic -- class Spell / Lapidary: Living Stone - Sustained Liquefaction - Activated Rejuvenation - Activated Cleansing Crystals - Activated ---Changelog v1.0.1 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Doomed |
| Level / Exp | 39 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 1 on the 16th Voratun 122nd year of Ascendancy at 11:55 0 / 10Killed by carrion worm mass at level 16 on the 12nd Dearth 122nd year of Ascendancy at 18:51 Killed by Grand Corruptor at level 21 on the 16th Loss 122nd year of Ascendancy at 20:52 Killed by worm that walks at level 22 on the 21st Loss 122nd year of Ascendancy at 18:12 Killed by Lord of Skulls (mage) at level 25 on the 26th Loss 122nd year of Ascendancy at 11:44 Killed by The Master at level 25 on the 26th Loss 122nd year of Ascendancy at 16:14 Killed by armoured skeleton warrior at level 25 on the 26th Loss 122nd year of Ascendancy at 19:46 Killed by orc cryomancer at level 34 on the 26th Stralite 123rd year of Ascendancy at 16:41 Killed by Nerunne the Invoker at level 36 on the 29th Stralite 123rd year of Ascendancy at 16:46 Killed by Betonor the Guardian at level 39 on the 3rd Voratun 123rd year of Ascendancy at 14:04 |
Primary Stats
| Strength | 43 (base 11) |
| Dexterity | 95.340449927278 (base 44) |
| Constitution | 94.340449927278 (base 52) |
| Magic | 45 (base 10) |
| Willpower | 145 (base 60) |
| Cunning | 139 (base 46) |
Resources
| Life | -840/1235 |
| Hate | 100/100 |
| Equilibrium | 18 |
| Healing Factor | 1.4776879658189 |
| Regeneration | 0.3694219914547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 16 |
| See Stealth | 23 |
| See Invisible | 31.340449927278 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 67 |
| Crit Chance | 45% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 67 |
| Crit Chance | 47% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 74% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Acid | +25% |
| All | 0% |
| Fire | +18% |
| Nature | +43% |
Offense: Damage Penetration
| Acid | +30% |
| Nature | +40% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 53 |
| Ranged Defense | 59 |
| Fatigue | 6 |
| Physical Save | 59 |
| Spell Save | 67 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 58%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 42%( 78%) |
| Lightning | + 45%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 13%( 70%) |
| Physical | + 27%( 71%) |
| Fire | + 45%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 95% |
| Bleed Resistance | 100% |
| Confusion Resistance | 46% |
| Fear Resistance | 85% |
| Knockback Resistance | 45% |
| Poison Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -409 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1096 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / One with shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.50 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Ghoul | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.2% 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 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 58 mind and 58 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 101 Mind damage, and deal 101 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 1.2)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 (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 535. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Cinderfeet (Madness) (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 11 fire damage (based on Spellpower) to foes who enter it. Curse of Madness A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Quiver | arcing pouch of steel shots of daylight (22/22, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-ranged-hit +5 light Damage Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +9 (+2 eff.) Blind Resist +36% Confus Resist +22% other ------- Light +9 See Stealth +13 See Invis +13 Track: Puts all charms on 40 cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Infused Cerebrum (Shrouds) (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+1 eff.) Mindpower +12 (+2 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Curse of Shrouds Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | Sludgegrip (Madness) (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
| Tool | Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con offense ------ Damage +15% lightning defense ------ Resistance +15% lightning +7% all Physical save +18 (+4 eff.) Mind save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | gold ruby ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +11 Dex +4 Mag +15 Wil +16 Cun +10 Con offense ------ Critical power +5.00% Mindpower +10 (+2 eff.) Accuracy +10 (+3 eff.) defense ------ Resistance +3% temporal Mind save +19 (+5 eff.) other ------- Light +3 Rings make your fingers look great! |
| On fingers | steel ruby ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Str +5 Dex +13 Mag +12 Wil +9 Cun +4 Con offense ------ Mindpower +8 (+2 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +13% acid +16% fire +11% lightning +14% cold Spell save +8 (+2 eff.) other ------- Light +1 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Eyal's Will (Misfortune) (22-24 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Curse of Misfortune Slime Wave: Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 110.90 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Emblem of Evasion (Shrouds)1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Curse of Shrouds Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Oozing Heart (Shrouds) (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+2 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+4 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Shrouds Ooze Spit: Effective talent level: 2.0 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 169.26 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Fearfire Mantle (Nightmares) (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+4 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Nightmares Black fires born of a blackened heart. |
| Main armor | Crimson Robe (Madness) (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+4 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Cursed Bolt 2 On Mind Hit: 8% Waking Nightmare 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
healing infusion (heal 73; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 27%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 19; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 49; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 93; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 93 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 66; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
protective stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +6 Defense +8 (+2 eff.) Max Resistance +4% all Physical save +20 (+5 eff.) Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +9 Mag +5 Wil +4 Cun offense ------ Spellpower +6 (+1 eff.) On-Hit 17 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 47 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 47 defense ------ Armor +6 Physical save +3 (+1 eff.) Spell save +8 (+2 eff.) Mind save +9 (+3 eff.) Pinning Resist +20% other ------- Hate-on-crit +2.00 Max hate +9.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Chaliroddayon the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +3 Con offense ------ Spellpower/crit +10 Damage +6% blight +18% mind +3% arcane defense ------ Resistance +18% mind Spell save +13 (+3 eff.) Life +81.00 Life Regen +8.00 Healmod +19% other ------- Max stamina +25.00 Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun onyx ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +9 Cun +3 Con offense ------ On-Hit 20 physical On-Ranged-Hit 18 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 47 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 47 other ------- Hate-on-crit +2.00 Max hate +12.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring 'Wildcutter'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +12% nature Ignore resists +25% nature Accuracy +14 (+4 eff.) When Hit 4 nature 8 darkness On-Hit (Melee): * 20% chance to slow global speed by 76% defense ------ Resistance +3% darkness +15% cold Rings make your fingers look great! |
voratun ruby ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +10 Wil +11 Cun +4 Con offense ------ Mindpower +11 (+2 eff.) Rings make your fingers look great! |
elven-wood magestaff 'Jetdeath' (Madness) (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +42.00% Spellpower +25 (+2 eff.) On-Hit 46 fire Damage +12% darkness +25% cold Ignore resists +15% darkness +10% lightning When Hit 2 lightning other ------- Mana/turn +0.21 Max mana +73.00 See Invis +15 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (Shrouds) (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+1 eff.) Damage +25% lightning other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff of illumination (Shrouds) (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +4% Spellpower +17 (+2 eff.) Damage +25% fire defense ------ Defense +6 (+2 eff.) Life Regen +0.90 Healmod +21% other ------- Light +3 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of breaching (Shrouds) (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+1 eff.) Damage +25% blight Ignore resists +12% blight other ------- Mana/turn +0.19 Max mana +70.00 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
cruel short dragonbone magestaff of channeling (Misfortune) (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +7.00% Spellpower +32 (+3 eff.) Damage +30% arcane other ------- Mana/turn +0.23 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of wizardry (Corpses) (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +5% Spellpower +26 (+2 eff.) Damage +30% light other ------- Max mana +36.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
greater short dragonbone magestaff (Madness) (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+2 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire other ------- Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
greater short dragonbone starstaff of greater warding (Nightmares) (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +18 (+2 eff.) Damage +30% physical +30% temporal +30% darkness +30% light defense ------ Armor +8 Defense +10 (+3 eff.) other ------- Wards +3 physical +3 temporal +3 darkness +3 light Talents +2 Ward +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone vilestaff of channeling (Madness) (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +26 (+2 eff.) Damage +30% darkness other ------- Mana/turn +0.23 Talents +1 Command Staff On Spell Hit: 10% Freeze 4 Curse of Madness Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding short dragonbone vilestaff (Misfortune) (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +5% Spellpower +21 (+2 eff.) Damage +30% fire defense ------ Life Regen +0.90 Healmod +14% other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff (Corpses) (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego+] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +8% Physical Power +8 (+3 eff.) Spellpower +22 (+2 eff.) Damage +30% fire Accuracy +8 (+2 eff.) other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Stormfront (Madness) (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
blazebringer's stralite battleaxe of massacre (Misfortune) (64-96 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 64.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +55 fire While equipped: offense ------ Global Speed +1% Ignore resists +13% fire Curse of Misfortune Massive two-handed battleaxes. |
quick voratun battleaxe of crippling (Misfortune) (59-88 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 59.0 - 88.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex offense ------ Physical Crit +16.0% Combat Speed +10% Accuracy +24 (+7 eff.) Curse of Misfortune Massive two-handed battleaxes. |
warbringer's voratun battleaxe of shearing (Corpses) (60-89 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 59.5 - 89.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Physical Power +14 (+5 eff.) Ignore resists +7% all +16% physical Accuracy +9 (+3 eff.) Ignore Armor +16 defense ------ Disarm Resist +20% Curse of Corpses Massive two-handed battleaxes. |
quick stralite greatmaul (Misfortune) (55-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +19 (+6 eff.) Curse of Misfortune Massive two-handed mauls. |
truestriking voratun greatmaul of ruin (Nightmares) (66-99 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Critical power +37.00% Ignore resists +12% physical Accuracy +20 (+6 eff.) Ignore Armor +25 Curse of Nightmares Massive two-handed mauls. |
enhanced stralite greatsword (Nightmares) (48-76 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature Weapon Damage 47.5 - 76.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +7 Cun +9 Con Curse of Nightmares Massive two-handed swords. |
flaming stralite greatsword of phasing (Corpses) (48-78 power, 13 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +13 Critical Rate +4.5% Attack Speed 100% Phasing +20% On-Hit, radius 1 +13 fire Curse of Corpses Massive two-handed swords. |
truestriking stralite greatsword of paradox (Corpses) (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +12 temporal While equipped: offense ------ Ignore resists +16% physical Accuracy +20 (+6 eff.) Ignore Armor +7 defense ------ Resistance +19% temporal Curse of Corpses Massive two-handed swords. |
voratun greatsword (Nightmares) (66-105 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Normal] Weapon Damage 65.5 - 104.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% Curse of Nightmares Massive two-handed swords. |
orite trident of evisceration (Madness) (42-66 power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego+] Master Weapon Damage 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +16.0% Physical Power +14 (+5 eff.) Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
voratun longsword of amnesia (Corpses) (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Psionic Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Curse of Corpses Sharp, long, and deadly. |
chilling stralite mace of crippling (Misfortune) (34-48 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Curse of Misfortune Blunt and deadly. |
Hellsbreeze the voratun mace (Misfortune) (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +5 Cun offense ------ Mind Crit +3% Damage +15% mind Ignore resists +20% acid When Hit 10 acid defense ------ Resistance +15% fire Mind save +6 (+2 eff.) Disease Resist +32% Curse of Misfortune Blunt and deadly. |
arcing voratun mace of amnesia (Nightmares) (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Blunt and deadly. |
voratun mace of shearing (Corpses) (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +16 (+5 eff.) Ignore Armor +13 Curse of Corpses Blunt and deadly. |
arcing stralite waraxe of massacre (Corpses) (42-59 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Corpses One-handed war axes. |
arcing stralite waraxe of rage (Madness) (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Str offense ------ Damage +5% physical Accuracy +9 (+3 eff.) Curse of Madness One-handed war axes. |
Mayuma the Skyspire (Corpses) (50-71 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 50.5 - 70.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Damage +6% lightning When Hit 4 blight Curse of Corpses One-handed war axes. |
elemental voratun waraxe (Corpses) (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +11% cold Curse of Corpses One-handed war axes. |
hateful voratun waraxe of crippling (Madness) (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master/Psionic Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 darkness Damage Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Curse of Madness One-handed war axes. |
stormbringer's voratun waraxe of massacre (Madness) (50-70 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +9 lightning +39 cold While equipped: offense ------ Move Speed +32% Ignore resists +11% lightning +21% cold Curse of Madness One-handed war axes. |
Mardydir the Morningminister (Corpses) (37-48 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 light On-Hit, radius 1 +4 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +6% light +15% temporal Ignore resists +5% temporal defense ------ Resistance +3% light Curse of Corpses Sharp, short and deadly. |
elemental stralite dagger (Corpses) (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +8% cold Ignore resists +8% cold Curse of Corpses Sharp, short and deadly. |
elemental stralite dagger of massacre (Madness) (34-45 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 34.5 - 44.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +7% cold Ignore resists +16% cold Curse of Madness Sharp, short and deadly. |
hateful stralite dagger of projection (Shrouds) (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Psionic Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +6 darkness Damage Against +14% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Shrouds Sharp, short and deadly. |
plaguebringer's stralite dagger of ruin (Madness) (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: offense ------ Physical Crit +7.0% Critical power +18.00% Ignore Armor +9 defense ------ Disease Resist +22% Curse of Madness Sharp, short and deadly. |
stralite dagger of shearing (Shrouds) (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% all Accuracy +15 (+5 eff.) Ignore Armor +11 Curse of Shrouds Sharp, short and deadly. |
enhanced voratun dagger of persecution (Corpses) (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Disrupt Weapon Damage 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +18% Unnatural While equipped: Stats +12 Str +7 Dex +8 Mag +8 Wil +5 Cun +7 Con Curse of Corpses Sharp, short and deadly. |
Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Shrouds Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 267.02 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative mossy mindstar of life (Nightmares) (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+0 eff.) defense ------ Life +10.00 Life Regen +0.60 other ------- 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. |
horrifying mossy mindstar (Nightmares) (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit 4 mind 3 darkness Damage +2% mind +2% darkness other ------- 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. |
mossy mindstar (Madness) (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- 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 (Nightmares) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- 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. |
mossy mindstar of resolve (Corpses) (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Spell save +2 (+0 eff.) other ------- 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. |
Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
blooming vined mindstar of balance (Madness) (6-7 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Physical save +2 (+0 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Healmod +10% Heal-on-summon +12 other ------- Equi when Hit +0.90 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. |
Great Caller (Corpses) (10-11 power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. Curse of Corpses This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
creative pulsing mindstar of life (Nightmares) (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Mind Crit +4% Critical power +13.00% Mindpower +8 (+2 eff.) defense ------ Life +17.00 Life Regen +0.50 other ------- 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. |
epiphanous living mindstar (Corpses) (18-20 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +13 (+3 eff.) Damage +16% mind other ------- Psi-on-crit +3.00 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. |
voyaging elven-wood longbow (Shrouds)4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +29 nature On-crit, radius 2 +30 nature While equipped: defense ------ Blind Resist +50% other ------- Light +6 Curse of Shrouds Voyager Shot: Puts all charms on 10 cooldown Effective talent level: 4.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Launch an arrow with a telekinetic tether, hitting multiple targets in a line for 100% armor-piercing damage and then teleporting yourself to where the arrow ended its flight. Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of piercing (Shrouds)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Damage +20% physical +17% temporal Ignore resists +17% temporal +9% physical +8% all Accuracy +26 (+8 eff.) Ignore Armor +18 other ------- Cooldown Arrow Stitching -1 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
swiftstrike reinforced leather sling of enduring (Misfortune)4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Projectile Speed +200% While equipped: Stats +9 Wil +4 Cun +10 Con offense ------ Combat Speed +10% defense ------ Life +31.00 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
penetrating drakeskin leather sling of piercing (Nightmares)4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +5% all +15% physical Accuracy +16 (+5 eff.) Ignore Armor +5 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
blazing quiver of elven-wood arrows of crippling (18/21, 44-61 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Nature/Master Weapon Damage 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +11.5% Capacity 21 On-ranged-hit +12 fire On-crit, radius 2 +15 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows of torment (23/23, 47-66 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Psionic Weapon Damage 47.0 - 65.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 23 On-ranged-hit +30 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 326 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
acidic stralite shield of earthen fury (Misfortune) (0 def, 17 armour, 137.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 acid When Hit 5 acid defense ------ Armor +17 Fatigue +8% other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
acidic stralite shield of winter (Nightmares) (0 def, 8 armour, 133 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil offense ------ On-Hit 7 acid On shield block: * Deals 279 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 9 acid defense ------ Armor +8 Fatigue +8% Resistance +14% cold other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
coruscating stralite shield of fire resistance (+33%) (Shrouds) (0 def, 8 armour, 135 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str offense ------ When Hit 17 fire defense ------ Armor +8 Fatigue +8% Resistance +33% fire other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
crackling stralite shield of earthen fury (Nightmares) (0 def, 15 armour, 134 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex offense ------ When Hit 12 lightning defense ------ Armor +15 Fatigue +8% Resistance +13% lightning other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
scouring stralite shield (Misfortune) (0 def, 8 armour, 143 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con offense ------ On-Hit 16 acid 13 nature On-Hit (Melee): * 10 arcane resource burn When Hit: * 11 arcane resource burn defense ------ Armor +8 Fatigue +8% Resistance +13% acid +13% nature other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
scouring stralite shield of acid resistance (+33%) (Shrouds) (0 def, 8 armour, 141.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ On-Hit 12 acid 9 nature On-Hit (Melee): * 13 arcane resource burn When Hit: * 9 arcane resource burn defense ------ Armor +8 Fatigue +8% Resistance +33% acid +13% nature other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
windwalling stralite shield of shrapnel (Nightmares) (0 def, 8 armour, 148.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) defense ------ Armor +8 Fatigue +8% Resistance +11% physical Windwall +31 Slow Projectiles +21% other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
wrathful stralite shield of patience (Shrouds) (0 def, 8 armour, 137.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +12% temporal +9% light +9% fire other ------- Talents +1 Block Curse of Shrouds Temporal Shield: (Instant) Puts all charms on 30 cooldown Effective talent level: 5.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (220) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
icy voratun shield of resistance (Corpses) (0 def, 10 armour, 191.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 17 cold When Hit 7 ice defense ------ Armor +10 Fatigue +8% Resistance +10% acid +6% fire +7% lightning +8% cold other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
Robe of the Worm of alchemy (Misfortune) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +9% acid +7% physical +7% fire +7% cold defense ------ Resistance +11% acid +11% physical +11% fire +11% cold +7% all other ------- Cooldown Refit Golem -3 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (Nightmares) (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+0 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
dreamer's Rags of the Sanctuary of life (Corpses) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: defense ------ Resistance +6% blight +11% darkness +11% mind +7% all Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +22 (+5 eff.) Life +43.00 Life Regen +1.90 Healmod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of corrosion (+18%) (Shrouds) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +12% acid defense ------ Resistance +18% acid +7% all Mind save +17 (+4 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (Shrouds) (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+2 eff.) Curse of Shrouds Send out a range 5 beam of kinetic energy, dealing 87.73 to 109.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Firewalker (Corpses) (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+1 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Corpses This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Curse of Nightmares 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. |
silk robe 'Dimgrind' (Nightmares) (0 def, 4 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: offense ------ Damage +21% acid +9% darkness defense ------ Armor +4 Resistance +31% acid +2% physical +18% darkness +3% lightning +13% all Healmod +15% Silence Resist +20% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of alchemy (Corpses) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +10% acid +13% physical +14% fire +14% cold defense ------ Resistance +9% lightning +7% darkness +21% fire +15% all +14% acid +14% physical +9% blight +24% cold +9% light Physical save +12 (+3 eff.) Spell save +29 (+7 eff.) Mind save +14 (+4 eff.) other ------- Cooldown Refit Golem -3 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (Madness) (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning 2 Curse of Madness Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 103.02 to 309.06 lightning damage (206.04 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
prismatic hardened leather armour of clarity (Nightmares) (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% light +12% darkness +5% mind Mind save +14 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
marauder's reinforced leather armour of alacrity (Misfortune) (18 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Master While equipped: Stats +6 Str +3 Dex offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +7 Defense +18 (+6 eff.) Fatigue +8% Physical save +11 (+3 eff.) Curse of Misfortune A suit of armour made of leather. |
radiant reinforced leather armour of Toknor (Nightmares) (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Wil offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +7 (+2 eff.) defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +11% blight +17% darkness other ------- Light +2 Curse of Nightmares A suit of armour made of leather. |
volcanic reinforced leather armour of Eyal (Madness) (12 def, 15 armour)9.0 Encumbrance T4 light armor [Ego++] Nature While equipped: offense ------ On-Hit 9 fire On-Ranged-Hit 7 fire defense ------ Armor +15 Defense +12 (+4 eff.) Fatigue +8% Resistance +24% fire +19% physical Life +58.00 Life Regen +4.00 Healmod +13% Curse of Madness A suit of armour made of leather. |
Breath of Eyal (Shrouds) (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+2 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+5 eff.) Curse of Shrouds This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
nimble drakeskin leather armour of natural resilience (Misfortune) (24 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Disrupt/Master While equipped: Stats +6 Dex offense ------ Move Speed +20% defense ------ Armor +8 Defense +24 (+7 eff.) Fatigue +8% Resistance +20% nature +14% blight Resist Against +9% Unnatural Curse of Misfortune A suit of armour made of leather. |
radiant stralite mail armour of command (Madness) (13 def, 15 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +1 Cun +3 Wil defense ------ Armor +15 Defense +13 (+4 eff.) Fatigue +12% Resistance +13% blight +14% darkness Mind save +14 (+4 eff.) other ------- Light +2 Curse of Madness A suit of armour made of mail. |
Chromatic Harness (Nightmares) (10 def, 14 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 Curse of Nightmares This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
enlightening voratun mail armour of acid resistance (Madness) (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +24% acid Mind save +13 (+4 eff.) Curse of Madness A suit of armour made of mail. |
enlightening voratun mail armour of cold resistance (Madness) (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +19% cold Mind save +16 (+4 eff.) Curse of Madness A suit of armour made of mail. |
fortifying voratun mail armour of the deep (Madness) (5 def, 13 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Defense +5 (+1 eff.) Fatigue +12% Resistance +12% acid +10% cold Life +62.00 other ------- Breathe water Curse of Madness A suit of armour made of mail. |
impenetrable voratun mail armour of lightning resistance (Shrouds) (5 def, 18 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego] Master While equipped: defense ------ Armor +18 Defense +5 (+1 eff.) Fatigue +12% Resistance +15% lightning Curse of Shrouds A suit of armour made of mail. |
rejuvenating voratun mail armour of command (Corpses) (12 def, 15 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Nature/Psionic While equipped: Stats +2 Cun defense ------ Armor +15 Defense +12 (+4 eff.) Fatigue +12% Mind save +13 (+4 eff.) Life Regen +3.30 other ------- Stamina/turn +0.90 Curse of Corpses A suit of armour made of mail. |
enlightening voratun plate armour (Madness) (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +16 Fatigue +22% Mind save +19 (+5 eff.) Curse of Madness A suit of armour made of metal plates. |
Mighty Girdle (Corpses)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing drakeskin leather belt of transcendence (Misfortune)1.0 Encumbrance T5 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +9.0% Mind Crit +10% Mindpower +7 (+1 eff.) defense ------ Physical save +6 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
reinforced drakeskin leather belt (Shrouds)1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Physical save +13 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
Serpentine Cloak (Misfortune) (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+6 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Curse of Misfortune Cunning and malice seem to emanate from this cloak. |
wyrmwaxed elven-silk cloak of Eldoral (Corpses) (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex defense ------ Defense +3 (+1 eff.) Resistance +8% acid +7% fire +7% lightning +7% cold 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. |
Frost Treads (Shrouds) (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
blightbringer's pair of drakeskin leather boots of tirelessness (Shrouds) (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower +7 (+1 eff.) Damage +7% acid +6% blight defense ------ Armor +5 Disease Resist +21% other ------- Stamina/turn +0.80 Max stamina +24.00 Curse of Shrouds A pair of boots made of leather. |
alchemist's voratun gauntlets of archery (Madness) (0 def, 3 armour)1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil +5 Cun offense ------ On-Hit 6 acid 5 fire 6 cold 6 lightning Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Armor +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of regeneration (Madness) (0 def, 3 armour)1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +5% Life Regen +2.00 other ------- Stamina/turn +0.40 Psi/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
aegis elven-silk wizard hat (Shrouds) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: defense ------ Defense +3 (+1 eff.) Shield Power +8% Life Regen +3.30 Curse of Shrouds A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of balance (Misfortune) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: defense ------ Defense +3 (+1 eff.) Shield Power +12% Life Regen +2.20 other ------- Equi when Hit +1.50 Psi when Hit +1.50 Hate when Hit +1.70 Curse of Misfortune A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of time (+11%) (Misfortune) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +9 (+2 eff.) Damage +13% physical +14% darkness +13% temporal defense ------ Defense +3 (+1 eff.) Resistance +11% physical +12% darkness +13% temporal other ------- Max hate +9.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
Cloud Caller (Corpses) (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 76.50 to 229.49 lightning damage (153.00 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
drakeskin leather cap (Madness) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Armor +5 Fatigue +5% Curse of Madness A cap made of leather. |
warlord's drakeskin leather cap of the bounder (Madness) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +6 Dex +5 Wil offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +5 Fatigue +5% Resistance +9% physical Physical save +9 (+2 eff.) Curse of Madness Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 125.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Aletta's Diadem (Madness) (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +10% mind When Hit 12 mind Curse of Madness Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 178.72 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (37% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
champion's voratun helm of absorption (Corpses) (0 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +3 Wil defense ------ Armor +5 Fatigue +5% Mind save +13 (+4 eff.) other ------- Stamina when Hit +1.80 Equi when Hit +1.70 Light +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of knowledge (Madness) (0 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +8 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +9% blight Mind save +8 (+2 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
118 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 543.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
extending stralite torque of clear mind [power 3] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
powerful stralite torque of mindblast [power 320] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 320 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 50] (20 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 76% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
extending dragonbone totem of stinging [power 380] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Sting an enemy dealing 543 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone wand of conjuration [power 355] (15 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 355 cold damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Konttatza the Dwarf Doomed level 27
29th Loss 122nd year of Ascendancy at 15:36 see stats
Against all odds
Killed Ukruk in the ambush.By Konttatza the Dwarf Doomed level 27
27th Loss 122nd year of Ascendancy at 21:34 see stats
Arachnophobia
Destroyed the spydric menace.By Konttatza the Dwarf Doomed level 33
17th Iron 123rd year of Ascendancy at 08:22 see stats
Brave new world
Went to the Far East and took part in the war.By Konttatza the Dwarf Doomed level 32
9th Iron 123rd year of Ascendancy at 09:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Konttatza the Dwarf Doomed level 16
11st Dearth 122nd year of Ascendancy at 15:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Konttatza the Dwarf Doomed level 16
25th Wealth 122nd year of Ascendancy at 18:30 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Konttatza the Dwarf Doomed level 30
1st Iron 123rd year of Ascendancy at 11:25 see stats
Exterminator
Killed 1000 creatures.By Konttatza the Dwarf Doomed level 19
32nd Dearth 122nd year of Ascendancy at 20:36 see stats
Guiding Hand
Saved all escorted adventurers.By Konttatza the Dwarf Doomed level 29
29th Shortage 122nd year of Ascendancy at 10:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Konttatza the Dwarf Doomed level 29
20th Shortage 122nd year of Ascendancy at 05:42 see stats
Level 10
Got a character to level 10.By Konttatza the Dwarf Doomed level 10
4th Profit 122nd year of Ascendancy at 17:31 see stats
Level 20
Got a character to level 20.By Konttatza the Dwarf Doomed level 20
43rd Dearth 122nd year of Ascendancy at 09:58 see stats
Level 30
Got a character to level 30.By Konttatza the Dwarf Doomed level 30
30th Shortage 122nd year of Ascendancy at 06:46 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Konttatza the Dwarf Doomed level 29
26th Shortage 122nd year of Ascendancy at 01:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Konttatza the Dwarf Doomed level 28
4th Shortage 122nd year of Ascendancy at 06:28 see stats
Size is everything
Did over 1500 damage in one attack.By Konttatza the Dwarf Doomed level 30
30th Shortage 122nd year of Ascendancy at 15:06 see stats
Size matters
Did over 600 damage in one attack.By Konttatza the Dwarf Doomed level 20
43rd Dearth 122nd year of Ascendancy at 18:33 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Konttatza the Dwarf Doomed level 31
1st Iron 123rd year of Ascendancy at 17:50 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Konttatza the Dwarf Doomed level 5
19th Voratun 122nd year of Ascendancy at 03:25 see stats
That was close
Killed your target while having only 1 life left.By Konttatza the Dwarf Doomed level 25
26th Loss 122nd year of Ascendancy at 22:59 see stats
The bigger the better!
Did over 3000 damage in one attack.By Konttatza the Ghoul Doomed level 38
2nd Voratun 123rd year of Ascendancy at 20:51 see stats
The secret city
Discovered the truth about mages.By Konttatza the Dwarf Doomed level 15
6th Wealth 122nd year of Ascendancy at 07:07 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Konttatza the Dwarf Doomed level 20
44th Dearth 122nd year of Ascendancy at 05:11 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Konttatza the Dwarf Doomed level 27
27th Loss 122nd year of Ascendancy at 21:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Konttatza the Dwarf Doomed level 19
23rd Dearth 122nd year of Ascendancy at 19:43 see stats
Unstoppable
Returned from the dead.By Konttatza the Dwarf Doomed level 25
26th Loss 122nd year of Ascendancy at 19:46 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Konttatza the Dwarf Doomed level 25
27th Loss 122nd year of Ascendancy at 04:23 see stats
Log
Talent Ghoulish Leap is ready to use.
Konttatza's mania hastens cooldowns.
You have deflected 59 incoming damage!
Something hits Konttatza for (59 deflected), 136 physical (136 total damage).
Konttatza speeds up in the retch.
Konttatza receives 81 healing from Something.
Something hits Konttatza for 52 light damage.
Arcane Vortex from Betonor the Guardian hits Konttatza for 37 arcane damage.
Burning from Betonor the Guardian hits Konttatza for 16 fire damage.
You have deflected 7 incoming damage!
Konttatza shrugs off Something's 'Blinded'!
Konttatza HEALS from darkness damage!
Hymn of Perseverance hits Konttatza for (7 deflected), 8 darkness, 25 healing (8 total damage) [25 healing].
Shadow casts Phase Door.
Konttatza drains life from Something!
Konttatza receives 3 healing from Something.
Konttatza hits Something for 12 mind, 9 fire (20 total damage).
Konttatza uses Ghoulish Leap.
Konttatza speeds up.
You have deflected 45 incoming damage!
Something hits Konttatza for (45 deflected), 46 temporal (46 total damage).
You have deflected 8 incoming damage!
You have deflected 5 incoming damage!
Konttatza speeds down outside of the retch.
Burning from Betonor the Guardian hits Konttatza for (8 deflected), 8 fire (8 total damage).
Arcane Vortex from Betonor the Guardian hits Konttatza for (5 deflected), 32 arcane (32 total damage).
Ran for 1 turns (stop reason: taken damage).
You have deflected 25 incoming damage!





















































































































































































