








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Improved Enemy UI 1.7.21. improve the default shockbolt of enemy, making them brighter and easier to find. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Spookier Scarier Skeletons 1.7.0Revamps skeleton racials to give them more varied utility and unique gameplay, bringing them more in line with ghouls: - The first talent, Skeleton, now grants enhanced Movement Speed and Accuracy starting from talent level 3 (not applicable to necromancer summons). Fly fast from death's jaws, little bones! New SFX have additionally been added to Bone Armour and Re-Assemble. Step fast and light, adventurer; the dust of the grave yet stirs, and its envy of the living grows ever more keen. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Spell Merchants 1.7.4T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Mummy |
| Class | Cursed |
| Level / Exp | 47 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Crooked Club at level 21 on the 70th Regrowth 123rd year of Ascendancy at 09:12 0 / 8Killed by Poltergeist Crooked Club at level 21 on the 70th Regrowth 123rd year of Ascendancy at 09:36 Killed by Xanenne the skeleton warrior at level 21 on the 70th Regrowth 123rd year of Ascendancy at 12:21 Killed by Ivodhewen the vampire at level 24 on the 11st Dusk 123rd year of Ascendancy at 14:27 Killed by Celia at level 24 on the 12nd Dusk 123rd year of Ascendancy at 05:13 Killed by elven blood mage at level 36 on the 58th Dusk 124th year of Ascendancy at 04:19 Killed by Doomed Shade of Kepthettrapf at level 47 on the 19th Pyre 126th year of Ascendancy at 23:06 Killed by Doomed Shade of Kepthettrapf at level 47 on the 20th Pyre 126th year of Ascendancy at 21:24 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 20 (base 7) |
| Constitution | 52 (base 33) |
| Magic | 27 (base 13) |
| Willpower | 102 (base 64) |
| Cunning | 88 (base 43) |
Resources
| Life | -325/1472 |
| Hate | 81/100 |
| Healing Factor | 1.2604262353707 |
| Regeneration | 17.961073854032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Invisible | 8 |
| Stealth | 65 |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 42 |
| Crit Chance | 43% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Darkness | +42% |
| Mind | +27% |
| Temporal | +12% |
| Blight | +22% |
| Arcane | +17% |
| Cold | +32% |
| All | +2% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 58 (94.153393537662%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 19.480551121243 |
| Physical Save | 44 |
| Spell Save | 48 |
| Mental Save | 63 |
Defense: Resistances
| Blight | + 44%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 62%( 70%) |
| Light | + 1%( 70%) |
| Temporal | + 44%( 70%) |
| Mind | + 28%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 darkness, 5 fire, 4 arcane, 3 light |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 421 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Darkness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Mummified | 1.10 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Mummy | 1.40 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/1 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Wolfmire. Escort: lost defiler (level 3 of Wolfmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength 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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 717. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
You have been resurrected as an undead by your own dark powers. Waking UpHowever, the ritual failed in some way. Time has flown by and your memories are shattered. You need to find the way out of your laboratory-tomb and see if you can carve a place for yourself in this world. | done |
Equipment
| On feet | Frost Treads (Nightmares) (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 Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | void-walker's alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight +6% temporal +8% darkness +6% cold Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +19% other ------- Light +4 Infravision +5 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 47 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Eternal Night (Corpses) (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. The set is complete. While equipped: Stats +10 Cun offense ------ On-Hit 40 darkness Damage +20% darkness defense ------ Armor +3 Fatigue +3% Damage Reduction +30 all Spell save +15 (+5 eff.) Mind save +15 (+3 eff.) Confus Resist +30% Knockbk Resist +30% other ------- Light -1 Cooldown Canopic Jar: Breath -4 Canopic Jar: Blood -4 Canopic Jar: Gut -4 Canopic Jar: Stomach -4 Masteries +0.10 Cunning/Stealth Curse of Corpses Retch: Effective talent level: 3.5 Power cost 47 out of 80/80. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 47 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| On hands | stone warden's voratun gauntlets of strength (+4) (Corpses) (0 def, 21 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +9 Con offense ------ Physical Power +14 (+3 eff.) defense ------ Armor +21 Hardiness +10% Fatigue +5% Resistance +9% physical Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 5% Stone Touch level 5 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 6/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | gladiator's voratun ring of life (Shrouds)0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +5 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Life +91.00 Life Regen +13.00 Healmod +13% Curse of Shrouds Rings make your fingers look great! |
| On fingers | sneakthief's stralite ring of power (Shrouds)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +7 Dex offense ------ Physical Power +13 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +9 (+1 eff.) Accuracy +8 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+1 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+8 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Malediction (Shrouds) (40-48 power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+6 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 Curse of Shrouds The land withers and crumbles wherever this cursed axe rests. |
| Around waist | skylord's drakeskin leather belt of recklessness (Madness)1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Dex +4 Wil +7 Cun offense ------ Physical Crit +6.0% Critical power +7.00% Physical Power +4 (+1 eff.) defense ------ Physical save +13 (+4 eff.) Spell save +14 (+5 eff.) Mind save +16 (+4 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | Titanic (Shrouds) (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+6 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block Curse of Shrouds This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Torylen (Nightmares) (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Dex +7 Mag +6 Wil +5 Con offense ------ Spell Crit +1% Spellpower +20 (+6 eff.) defense ------ Defense +3 (+1 eff.) Resistance +20% darkness +17% temporal Spell save +11 (+4 eff.) Out-of-Phase Defense +26 Out-of-Phase Resistance +14% Out-of-Phase Resilience +25% other ------- Stamina/turn +1.20 Masteries +0.20 Technique/Combat training Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bindings of Eternal Night (Misfortune) (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. The set is complete. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 Masteries +0.30 Undead/Mummy The wearer is treated as an undead. Curse of Misfortune Abyssal Shroud: Effective talent level: 3.5 Power cost 47 out of 80/80. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 7 turns. The shroud causes 30.34 darkness damage each turn, reduces light radius by 3, and darkness resistance by 21% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
healing infusion (heal 43; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 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. |
healing infusion of the warrior (heal 280; cd 13)0.1 Encumbrance infusion scroll [Ego] 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 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 415%; 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 increase movement speed by 415% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 245; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (558.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 624.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 125; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 125.46 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 405; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 404.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 21; resist 25%; move 34%; dur 5; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 34% faster, and you are invisible (power 21). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 29; resist 30%; move 51%; dur 5; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 51% faster, and you are invisible (power 29). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 22; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 22 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. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 21; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 142; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 129; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 156; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 156 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 87; dur 4; 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 create a protective shield absorbing at most 87 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 367; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 367 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 419; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] 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 419 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 48; blocks 4; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 166; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 166 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
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 Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Poxradiance the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Damage +3% temporal Ignore resists +15% nature defense ------ Armor +8 Defense +11 (+3 eff.) Resistance +3% nature Max Resistance +5% all Physical save +24 (+8 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
Quenchpassion the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +15 (+3 eff.) Damage +6% cold Ignore resists +25% acid defense ------ Resistance +13% nature +11% blight Poison Resist +20% Disease Resist +26% other ------- Hate-on-crit +2.00 Amulets make your neck look great! |
cleansing steel amulet of mastery (0.16 Cursed / Cursed aura)0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +14% nature +11% blight Poison Resist +20% Disease Resist +24% other ------- Masteries +0.16 Cursed/Cursed aura Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Sewerwire0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +10 Dex +9 Con offense ------ On-Hit 13 light 13 darkness Damage +9% nature +9% light +13% darkness When Hit 6 nature When Hit: * 12% chance to blind * 13% chance to reduce damage dealt by 38% Amulets make your neck look great! |
Spellblaze Echoes (Shrouds)0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Curse of Shrouds Unleash a destructive wail, destroying terrain and dealing 393.89 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching Eye (Misfortune)0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Curse of Misfortune Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Umbravenom'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +9 Con offense ------ Spellpower/crit +6 Damage +9% arcane Ignore resists +10% darkness Ignore Shields +30% When Hit 10 mind defense ------ Resistance +12% darkness other ------- Mana/turn +0.08 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of perseverance (Madness)0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Curse of Madness Rings make your fingers look great! |
copper ring of power (Nightmares)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
Ring of Growth (Corpses)0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Smolderorder (Madness)0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% arcane +6% fire When Hit 2 arcane 4 fire defense ------ Resistance +15% acid +3% fire Mind save +7 (+1 eff.) Confus Resist +25% Curse of Madness Rings make your fingers look great! |
Vargh Redemption (Madness)0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Curse of Madness Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.64 cold and 24.02 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
solipsist's steel ring of speed (Corpses)0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Move Speed +12% Accuracy +7 (+3 eff.) defense ------ Defense +6 (+2 eff.) Curse of Corpses Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
treant's steel ring of pilfering (Nightmares)0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Resistance +6% nature +5% blight Poison Resist +12% Disease Resist +11% Curse of Nightmares Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of darkness (+24%) (Misfortune)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +12% darkness defense ------ Armor +6 Resistance +24% darkness Curse of Misfortune Rings make your fingers look great! |
Elemental Fury (Nightmares)0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. |
gold ring 'Loredemnir' (Nightmares)0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex offense ------ Accuracy +14 (+5 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Resistance +3% light +1% physical Physical save +6 (+2 eff.) Mind save +3 (+0 eff.) Unlife -20.00 life Cut Resist +20% Teleport Resist +20% Curse of Nightmares Rings make your fingers look great! |
gold ring of lightning (+22%) (Nightmares)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Curse of Nightmares Rings make your fingers look great! |
marksman's gold ring of warding (Shrouds)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Resistance +16% acid +10% fire +18% lightning +18% cold Curse of Shrouds Rings make your fingers look great! |
mule's gold ring of warding (Shrouds)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: defense ------ Fatigue -5% Resistance +13% acid +16% fire +15% lightning +15% cold other ------- Encumbrance +25 Curse of Shrouds Rings make your fingers look great! |
Bloodcaller (Corpses)0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Corpses You won the Ring of Blood trial, and this is your reward. |
gladiator's stralite ring of corrosion (+28%) (Shrouds)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +9 (+2 eff.) Damage +14% acid defense ------ Resistance +28% acid Curse of Shrouds Rings make your fingers look great! |
sneakthief's stralite ring of luminosity (Madness)0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +7 Cun offense ------ On-Hit 22 light On-Ranged-Hit 26 light Damage +13% light Accuracy +9 (+3 eff.) Curse of Madness Rings make your fingers look great! |
stralite ring 'Yarydig' (Nightmares)0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +6 Cun +9 Dex offense ------ Damage +30% acid +9% arcane Ignore resists +15% blight +25% arcane Accuracy +12 (+4 eff.) On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Resistance +6% blight +9% acid Curse of Nightmares Rings make your fingers look great! |
Sulfurwreath (Shrouds) (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Mindpower +30 (+6 eff.) Damage +36% fire defense ------ Defense +12 (+4 eff.) Resistance +20% nature +9% fire other ------- Psi when Hit +0.08 Light +5 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.5 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 7 that illuminates the area and deals 113.78 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. |
Telos's Staff (Bottom Half) (Corpses)5.0 Encumbrance staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 Curse of Corpses The bottom part of Telos' broken staff. |
Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Obliterator (Shrouds) (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 120 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% Curse of Shrouds This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
thought-forged stralite greatmaul of disruption (Misfortune) (52-78 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Disrupt/Psionic Weapon Damage 52.0 - 78.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 mind Damage Against +30% Unnatural On Hit: * 21% chance to reduce all saves and defense by 47 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +6 Cun +6 Wil Curse of Misfortune Massive two-handed mauls. |
Genocide (Shrouds) (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Curse of Shrouds Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
truestriking stralite greatsword of crippling (Corpses) (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Master Weapon Damage 48.5 - 77.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Ignore resists +9% physical Accuracy +21 (+7 eff.) Ignore Armor +9 Curse of Corpses Massive two-handed swords. |
plaguebringer's orite trident of crippling (Nightmares) (40-63 power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 39.5 - 63.2 Physical Uses 40% Wil, 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-hit +21 blight On Hit: 20% Epidemic level 4 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +19.0% defense ------ Disease Resist +14% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Mireradiance (Corpses) (54-76 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 54.5 - 76.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 77% While equipped: Stats +2 Wil defense ------ Resistance +15% fire Spell save +15 (+5 eff.) Mind save +15 (+3 eff.) other ------- Hate-on-crit +2.00 Curse of Corpses Sharp, long, and deadly. |
Blood-Letter (Madness) (33-46 power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% Curse of Madness A hand axe carved out of the most frozen parts of the northern wasteland. |
acidic stralite waraxe of crippling (Madness) (32-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: offense ------ Physical Crit +7.0% Curse of Madness One-handed war axes. |
elemental stralite waraxe of corruption (Nightmares) (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane Weapon Damage 30.5 - 42.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: 20% Curse of Death level 4 On Hit: * Create an explosion dealing 84 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +24% cold Curse of Nightmares One-handed war axes. |
enhanced stralite waraxe of amnesia (Misfortune) (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 30.0 - 42.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +5 Str +7 Dex +8 Mag +7 Wil +7 Cun +6 Con Curse of Misfortune One-handed war axes. |
plaguebringer's stralite waraxe of phasing (Shrouds) (31-43 power, 14 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane Weapon Damage 31.0 - 43.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +6.5% Attack Speed 100% Ignore Shields +14% On-hit +10 blight On Hit: 20% Epidemic level 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +15% Curse of Shrouds One-handed war axes. |
stormbringer's stralite waraxe of torment (Shrouds) (28-39 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +25 lightning +15 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +33% Ignore resists +11% lightning +13% cold Curse of Shrouds One-handed war axes. |
stralite waraxe 'Relgyderak' (Corpses) (33-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Disrupt Weapon Damage 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +8.5% Attack Speed 100% On-crit, radius 2 +20 physical While equipped: offense ------ Critical power +10.00% Accuracy +30 (+10 eff.) defense ------ Armor +10 Resistance +14% acid +13% lightning +14% fire +13% cold +4% all Spell save +13 (+4 eff.) Curse of Corpses One-handed war axes. |
warbringer's stralite waraxe of rage (Shrouds) (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 32.0 - 44.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +4 Str +3 Con offense ------ Physical Power +9 (+2 eff.) Damage +9% physical Ignore resists +7% physical Accuracy +21 (+7 eff.) defense ------ Disarm Resist +17% Curse of Shrouds One-handed war axes. |
Umbral Razor (Madness) (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 15% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Curse of Madness Invoke Darkness: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 187.96 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (Madness) (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Madness Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (Nightmares) (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 40% Wil, 20% Dex, 20% Str Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 Curse of Nightmares A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spelldrinker (Misfortune) (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 20% Mag 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Curse of Misfortune Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (Madness) (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 40% Wil, 20% Dex, 20% Str Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Curse of Madness Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Misfortune) (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
inquisitor's stralite dagger of rage (Shrouds) (30-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Disrupt/Master Weapon Damage 29.5 - 38.4 Physical Uses 40% Wil, 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Deals 142 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +9 (+3 eff.) Curse of Shrouds Sharp, short and deadly. |
Charged Focus (Nightmares) (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+2 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Nightmares Electrical energies are focussed in the core of this mindstar. |
Oozing Heart (Nightmares) (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 90% 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 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Nightmares Ooze Spit: Effective talent level: 3.5 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 65.45 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. |
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 100% 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 (+3 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: 4.5 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 9, doing 97.39 slime damage for 16 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. |
Lightningspire (Nightmares)4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +11 Str +1 Wil +3 Cun offense ------ Physical Power +14 (+3 eff.) Damage +9% lightning +6% mind Ignore resists +20% mind defense ------ Resistance +6% lightning other ------- See Invisibility +12 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Hare-Skin Sling (Shrouds)4.0 Encumbrance T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Cunning/Survival Curse of Shrouds Inertial Shot: Effective talent level: 4.5 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Brandstalker the reinforced leather sling (Corpses)4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +29 lightning +37 cold While equipped: offense ------ Move Speed +42% Ignore resists +20% lightning +13% cold +25% fire defense ------ Resistance +6% acid +9% cold +5% arcane Life Regen +4.00 Cut Resist +20% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of true flight (Corpses)4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +4 Str offense ------ Physical Crit +9.0% Physical Power +11 (+2 eff.) Accuracy +11 (+4 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of yew arrows of torment (17/17, 48-66 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Weapon Damage 47.5 - 66.5 Physical Uses 40% Wil, 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 17 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of voratun shots 'Winterpeal' (22/22, 62-74 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Master/Psionic Weapon Damage 61.5 - 73.8 Physical Uses 40% Wil, 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Capacity 22 On-ranged-hit +20 cold +24 fire +24 physical On-Hit, radius 1 +20 mind On-crit, radius 2 +8 cold +14 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 331 physical damage On Critical: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Delosalandur the Tideedge (Nightmares) (0 def, 8 armour, 56-67 power, 142 block)7.0 Encumbrance T4 shield armor [Random Unique] Master When used to Attack: Weapon Damage 56.0 - 67.2 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +142 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +9 Dex offense ------ Physical Crit +9.0% Critical power +15.00% Physical Power +9 (+2 eff.) Mindpower +10 (+2 eff.) Accuracy +17 (+6 eff.) On shield block: * Cause enemies within radius 6 to bleed for 326 physical damage over 5 turns (1/turn) defense ------ Armor +8 Fatigue +8% Resistance +9% cold Mind save +9 (+2 eff.) other ------- EQ when Hit +0.12 Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Fire Dragon Shield (Shrouds) (16 def, 9 armour, 58-70 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+5 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Shrouds This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Frozensaw (Misfortune) (0 def, 17 armour, 50-61 power, 228 block)7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 50.5 - 60.6 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +228 On-hit +16 darkness +8 cold On-Hit, radius 1 +8 darkness +20 cold While equipped: offense ------ Damage +12% cold +12% arcane +12% darkness defense ------ Armor +17 Fatigue +8% Resistance +6% cold other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
warded stralite shield (Nightmares) (0 def, 8 armour, 42-50 power, 148.5 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 41.5 - 49.8 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +148 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +8 Fatigue +8% other ------- Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +5 cold +5 arcane +4 light Talents +1 Ward +1 Block Curse of Nightmares Handheld deflection devices. |
Spider-Silk Robe of Spydrë (Madness) (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 (+3 eff.) Spell save +10 (+3 eff.) Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Robe of the Archmage (Shrouds) (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+5 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 Curse of Shrouds A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Crimson Robe (Misfortune) (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% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Misfortune 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. |
Cuirass of the Thronesmen (Misfortune) (20 def, 32 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+6 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+13 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% Curse of Misfortune This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
skylord's rough leather belt (Shrouds)1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Wil +2 Cun defense ------ Physical save +11 (+4 eff.) Spell save +11 (+4 eff.) Mind save +11 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
Girdle of the Calm Waters (Shrouds)1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
Glonne (Madness)1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Mindpower +30 (+6 eff.) defense ------ Crit Resistance 15.00% Mind save +9 (+2 eff.) Life +33.00 other ------- EQ when Hit +0.12 Infravision +2 See Invisibility +6 Curse of Madness A belt that goes around your waist. |
monstrous hardened leather belt of burglary (Madness)1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck offense ------ Physical Power +11 (+2 eff.) defense ------ Physical save +6 (+2 eff.) Stealth +7 other ------- Disarm Traps +11 Infravision +3 Size +1 Curse of Madness A belt that goes around your waist. |
Vilepyre the drakeskin leather belt (Nightmares)1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Damage +27% lightning +6% nature When Hit 8 nature defense ------ Armor +15 Defense +11 (+3 eff.) Resistance +9% nature +27% cold Physical save +15 (+5 eff.) Curse of Nightmares A belt that goes around your waist. |
Budar the cashmere cloak (Shrouds) (12 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +5 Defense +12 (+4 eff.) Resistance +17% cold +5% arcane +3% light Physical save +6 (+2 eff.) other ------- Stamina/turn +2.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintpower the cashmere cloak (Shrouds) (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +15% light +15% darkness Ignore resists +10% light +25% arcane defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +20% cold other ------- Light +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glittervengeance the cashmere cloak (Shrouds) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Critical power +15.00% Mindpower +20 (+4 eff.) Ignore resists +25% light When Hit 10 cold defense ------ Defense +2 (+0 eff.) Spell save +9 (+3 eff.) Mind save +10 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Shrouds) (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 level 1 Curse of Shrouds Cunning and malice seem to emanate from this cloak. |
Wind's Whisper (Nightmares) (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Curse of Nightmares Evasion: (Instant) Effective talent level: 3.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
enveloping cashmere cloak of the voidstalker (Corpses) (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +15% darkness +13% temporal Physical save +7 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% Curse of Corpses Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception (Corpses)1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Aetherwalk (Corpses) (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+5 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 109 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Corpses Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Sludgegrip (Corpses) (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 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 Curse of Corpses These gloves are coated with a thick, green liquid. |
restful rough leather gloves of strength (+3) (Corpses) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Unarmed combat: Weapon Damage 10.0 - 11.0 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (Corpses) (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Curse of Corpses Fire Breath: Effective talent level: 3.5 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 362.94 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
scouring hardened leather gloves of dexterity (+2) (Shrouds) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+4 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Spell save +17 (+6 eff.) Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: * 19 arcane resource burn Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves (Misfortune) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ On-Hit 5 acid 6 fire 3 cold 4 lightning defense ------ Armor +3 Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +8 ice +9 fire +13 acid +17 lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive drakeskin leather gloves of the starseeker (Madness) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Nature While equipped: Stats +6 Cun +3 Mag offense ------ On-Hit 9 acid Damage +6% acid defense ------ Armor +3 Resistance +6% acid +7% light +7% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 acid +22 light +28 darkness On Hit: 10% Corrosive Breath level 5 Curse of Madness Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.5 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 127.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of the juggernaut (Nightmares) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Con defense ------ Armor +3 Physical save +19 (+6 eff.) Spell save +7 (+2 eff.) Mind save +7 (+1 eff.) Disarm Resist +35% Unarmed combat: Weapon Damage 28.5 - 31.4 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +14 physical On Hit: 10% Juggernaut level 1 Curse of Nightmares Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (Corpses) (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+0 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Curse of Corpses Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets of dexterity (+3) (Corpses) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (Shrouds) (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 80% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Curse of Shrouds Instill Fear: Effective talent level: 4.5 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 50.16 mind and 56.09 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 12.06 mind and 13.49 darkness damage per turn and increases cooldowns by 63%. Haunted: Causes the target to suffer 19.41 mind and 21.70 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 Curse of Nightmares This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
insulating rough leather cap of dexterity (+3) (Nightmares) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold Curse of Nightmares A cap made of leather. |
drakeskin leather cap 'Glorima' (Shrouds) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +3 Str +6 Wil +4 Con offense ------ Damage +6% mind defense ------ Armor +5 Fatigue +5% Resistance +9% mind Physical save +16 (+5 eff.) Mind save +9 (+2 eff.) other ------- Light +4 See Invisibility +6 Curse of Shrouds A cap made of leather. |
Aletta's Diadem (Shrouds) (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 Shrouds Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 279.15 mind damage and cripples the target's higher mental functions, reducing cunning by 26 and confusing (40% power) the target for 5 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...? |
Dragon-helm of Kroltar (Corpses) (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Curse of Corpses Bellowing Roar: Effective talent level: 4.5 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 243.62 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
10 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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. |
7 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. |
7 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. |
6 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. |
4 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. |
11 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. |
13 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
12 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. |
9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
5 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. |
5 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
284 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. |
40 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Prismfury2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +9% mind +6% physical defense ------ Physical save +6 (+2 eff.) Healmod +10% other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 234 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 417.48 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Weepraptor the alchemist's lamp0.0 Encumbrance T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Mind Crit +6% Spellpower +7 (+2 eff.) Mindpower +6 (+1 eff.) Damage +15% arcane When Hit 15 fire defense ------ Resistance +5% fire +6% nature +5% arcane Mind save +7 (+1 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarity0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) defense ------ Mind save +7 (+1 eff.) other ------- Light +6 See Stealth +5 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +8 (+1 eff.) defense ------ Life +50.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +9% blight +7% temporal +8% darkness +7% cold Out-of-Phase Defense +12 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 Infravision +3 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 43 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving dwarven lantern of focus1.0 Encumbrance T5 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil +3 Con offense ------ Damage +10% mind defense ------ Resistance +8% blight Life Regen +15.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron Acorn0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Move Speed +20% Damage +12% physical defense ------ Resistance +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 Encumbrance T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
dwarven-steel pickaxe 'Grinachik' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +8 Dex offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical When Hit 4 acid defense ------ Armor +2 Resistance +1% physical other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 314.16 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. |
Ulfadar [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Accuracy +20 (+7 eff.) defense ------ Physical save +9 (+3 eff.) other ------- Max stamina +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 133 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Ebonymight the ash wand of shielding [power 194] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Str offense ------ Ignore Armor +4 defense ------ Resistance +6% darkness +4% physical other ------- Stamina/turn +3.00 Wards +3 blight +4 temporal +3 light +3 arcane Talents +1 Ward Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayuraba the Blizzardwalker [power 248] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Damage +9% cold Ignore resists +15% cold defense ------ Resistance +12% cold Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Kepthettrapf the Mummy Cursed level 35
53rd Dusk 124th year of Ascendancy at 03:40 see stats
Against all odds
Killed Ukruk in the ambush.By Kepthettrapf the Mummy Cursed level 35
35th Dusk 124th year of Ascendancy at 02:11 see stats
Arachnophobia
Destroyed the spydric menace.By Kepthettrapf the Mummy Cursed level 39
9th Haze 124th year of Ascendancy at 13:01 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kepthettrapf the Mummy Cursed level 40
56th Regrowth 125th year of Ascendancy at 15:43 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Kepthettrapf the Mummy Cursed level 47
50th Regrowth 126th year of Ascendancy at 10:25 see stats
Brave new world
Went to the Far East and took part in the war.By Kepthettrapf the Mummy Cursed level 38
6th Haze 124th year of Ascendancy at 13:23 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Kepthettrapf the Mummy Cursed level 43
65th Pyre 125th year of Ascendancy at 08:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kepthettrapf the Mummy Cursed level 15
57th Dusk 122nd year of Ascendancy at 19:34 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Kepthettrapf the Mummy Cursed level 37
74th Dusk 124th year of Ascendancy at 14:11 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Kepthettrapf the Mummy Cursed level 43
62nd Pyre 125th year of Ascendancy at 01:25 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Kepthettrapf the Mummy Cursed level 39
9th Haze 124th year of Ascendancy at 11:07 see stats
Exterminator
Killed 1000 creatures.By Kepthettrapf the Mummy Cursed level 18
24th Haze 122nd year of Ascendancy at 06:05 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kepthettrapf the Mummy Cursed level 24
53rd Pyre 123rd year of Ascendancy at 03:44 see stats
Fear me not!
Survived the Fearscape!By Kepthettrapf the Mummy Cursed level 31
5th Allure 124th year of Ascendancy at 15:22 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Kepthettrapf the Mummy Cursed level 39
43rd Regrowth 125th year of Ascendancy at 13:12 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kepthettrapf the Mummy Cursed level 26
79th Dusk 123rd year of Ascendancy at 05:12 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Kepthettrapf the Mummy Cursed level 42
56th Regrowth 125th year of Ascendancy at 22:41 see stats
Level 10
Got a character to level 10.By Kepthettrapf the Mummy Cursed level 10
1st Dusk 122nd year of Ascendancy at 17:38 see stats
Level 20
Got a character to level 20.By Kepthettrapf the Mummy Cursed level 20
43rd Haze 122nd year of Ascendancy at 02:30 see stats
Level 30
Got a character to level 30.By Kepthettrapf the Mummy Cursed level 30
53rd Haze 123rd year of Ascendancy at 23:31 see stats
Level 40
Got a character to level 40.By Kepthettrapf the Mummy Cursed level 40
43rd Regrowth 125th year of Ascendancy at 13:12 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Kepthettrapf the Mummy Cursed level 43
48th Pyre 125th year of Ascendancy at 22:26 see stats
Poisonous
Sided with the assassin lord.By Kepthettrapf the Mummy Cursed level 22
12nd Pyre 123rd year of Ascendancy at 01:52 see stats
Purely a Formality
Unlock a locked race or class while playing a character of that race/class.By Kepthettrapf the Mummy Cursed level 46
13rd Regrowth 126th year of Ascendancy at 11:22 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kepthettrapf the Mummy Cursed level 36
60th Dusk 124th year of Ascendancy at 21:40 see stats
Size matters
Did over 600 damage in one attack.By Kepthettrapf the Mummy Cursed level 26
78th Dusk 123rd year of Ascendancy at 20:13 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Kepthettrapf the Mummy Cursed level 38
74th Dusk 124th year of Ascendancy at 21:54 see stats
The Arena
Unlocked Arena mode.By Kepthettrapf the Mummy Cursed level 12
9th Dusk 122nd year of Ascendancy at 17:29 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Kepthettrapf the Mummy Cursed level 24
3rd Flare 123rd year of Ascendancy at 20:38 see stats
The secret city
Discovered the truth about mages.By Kepthettrapf the Mummy Cursed level 19
28th Haze 122nd year of Ascendancy at 15:00 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Kepthettrapf the Mummy Cursed level 43
47th Pyre 125th year of Ascendancy at 04:38 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Kepthettrapf the Mummy Cursed level 20
53rd Regrowth 123rd year of Ascendancy at 19:22 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kepthettrapf the Mummy Cursed level 27
49th Haze 123rd year of Ascendancy at 17:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kepthettrapf the Mummy Cursed level 19
42nd Haze 122nd year of Ascendancy at 22:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Kepthettrapf the Mummy Cursed level 35
34th Dusk 124th year of Ascendancy at 12:50 see stats
Log
Kepthettrapf begins rampaging!
Kepthettrapf harrows Doomed Shade of Kepthettrapf!
Doomed Shade of Kepthettrapf breathes fire!
Doomed Shade of Kepthettrapf's mind surges with critical power!
Your rampage is invigorated by your fierce attack! (+1 duration)
Kepthettrapf's mind surges with critical power!
Kepthettrapf performs a melee critical strike against Doomed Shade of Kepthettrapf!
Doomed Shade of Kepthettrapf breathes fire!
You feel your rampage slowing down. (-1 duration)
Doomed Shade of Kepthettrapf hits Kepthettrapf for (30 flat reduction), (67 rampage shugs off), 141 fire, (30 flat reduction), 454 fire, (30 flat reduction), 208 fire (803 total damage).
Doomed Shade of Kepthettrapf hits Animated Sword for 102 fire damage.
Melee retaliation hits Kepthettrapf for (3 flat reduction), 0 darkness, (22 flat reduction), 0 fire, (29 flat reduction), 0 physical, (3 flat reduction), 0 darkness, (22 flat reduction), 0 fire, (29 flat reduction), 0 physical (0 total damage).
Kepthettrapf hits Doomed Shade of Kepthettrapf for (220 blocked), (1669 to prism), 0 physical, (16 blocked), 0 darkness, (32 blocked), 0 physical, (23 blocked), 0 blight, (220 blocked), (356 to prism), 0 physical, (23 blocked), 0 darkness, (64 blocked), 0 physical (0 total damage).
Kepthettrapf hits Shadow for 43 blight damage.
Curse of Nightmares hits Doomed Shade of Kepthettrapf for 107 mind, (25 blocked), 0 darkness (107 total damage).
Bloodcaller (Corpses) hits Doomed Shade of Kepthettrapf for 4 healing, 3 healing, 14 healing, 6 healing (0 total damage) [28 healing].
The dark tendrils lash at Kepthettrapf.
Kepthettrapf is pinned to the ground.
Mindrot strikes Kepthettrapf in the darkness (+17% damage).
Mindrot hits Kepthettrapf for (30 flat reduction), 8 mind, (7 flat reduction), 0 darkness (8 total damage).
Doomed Shade of Kepthettrapf receives 85 healing from Unnatural Body.
Doomed Shade of Kepthettrapf casts Rune: Shatter Afflictions.
Doomed Shade of Kepthettrapf is no longer in despair
A shield forms around Doomed Shade of Kepthettrapf.
Doomed Shade of Kepthettrapf casts Entangle.
Kepthettrapf has shrugged off 67 damage and is ready for more.
Burning from Doomed Shade of Kepthettrapf strikes Kepthettrapf in the darkness (+17% damage).
Burning from Doomed Shade of Kepthettrapf hits Kepthettrapf for (30 flat reduction), (67 rampage shugs off), 375 fire (375 total damage).
Doomed Shade of Kepthettrapf receives 12 healing from Bloodcaller (Corpses).
Kepthettrapf the level 47 mummy cursed was scorched to death by a Doomed Shade of Kepthettrapf but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.






























































































































































































