












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 50 / 1427% |
| Size | huge |
| Lifes / Deaths | Killed by bee swarm at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:23 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 106 (base 60) |
| Dexterity | 75.340449927278 (base 25) |
| Constitution | 55 (base 14) |
| Magic | 26 (base 13) |
| Willpower | 125 (base 60) |
| Cunning | 144.34044992728 (base 60) |
Resources
| Life | 2328/2328 |
| Hate | 40/117 |
| Equilibrium | 32 |
| Psi | 255/255 |
| Healing Factor | 1.2524594210478 |
| Regeneration | 16.641443927224 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 63 |
| Crit Chance | 76% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +34% |
| Acid | +16% |
| Nature | +27% |
| Lightning | +19% |
| Mind | +46% |
| Arcane | +19% |
| Fire | +27% |
| All | +7% |
Offense: Damage Penetration
| Physical | +30% |
| Arcane | +10% |
| Cold | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.08934837382 (81.151787968034%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 40 |
| Physical Save | 38 |
| Spell Save | 61 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 49%( 70%) |
| All | + 17%( 70%) |
| Physical | + 52%( 71%) |
| Lightning | + 56%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 41%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Confusion Resistance | 16% |
| Fear Resistance | 18% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 641 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1024 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1024 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Cursed / Rampage | 1.88 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.68 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Stalk |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey17% Received damage reduction against: - Human - Shalore |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 94 mind and 69 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 168 Mind damage, and deal 123 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc high pyromancer. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 changed the iron acorn which now serves as a cruel reminder of your past and present. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 1677. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the 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 mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 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 |
Equipment
| On feet | Boots of the Hunter (Misfortune) (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Misfortune Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | dwarven lantern 'Rainnull'1.0 T5 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +25 (+5 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +30% mind Res.pen +20% physical +25% cold Apr +8 Melee Ret 8 mind ----- def ----- Die.at -60.00 life ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Noonlord' (Misfortune) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +11 Str +16 Dex +6 Wil +5 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+1 eff.) Apr +8 Melee Ret 2 light ----- def ----- Armour +5 Fatigue +5% Resists +6% temporal +12% fire Mind.save +13 (+3 eff.) ---------- misc Max.psi +40.00 Light +2 Infravis +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic voratun gauntlets of archery (Madness) (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Armour +8 Fatigue +5% Mind.save +11 (+2 eff.) Max.HP +67.00 Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Acc +16 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Curse of Madness Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Fulyndil the Coalworm0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +6 Con dps ---------- Melee+ 35 physical Ranged+ 35 physical Dmg.mod +12% lightning +20% fire +9% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 51 On Hit (Ranged): * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +3% acid +6% darkness +40% fire +6% arcane +9% nature Spell.save +28 (+7 eff.) Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +48% ---------- misc Hate/m.crit +3.00 Max.stam +38.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Emeluba0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +15 Cun +16 Wil dps ---------- Mind.pwr +27 (+4 eff.) Dmg.mod +9% mind Acc +16 (+4 eff.) Apr +17 ----- def ----- Armour +2 Defense +17 (+5 eff.) Resists +3% lightning +3% light +6% arcane Die.at -80.00 life Max.HP +105.00 Disarm- +50% Pinning- +50% Knockbk- +49% Def/telep +5 Res/telep +5% Dur/telep +5% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% 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! |
| Around neck | Aeregochik the Chargeborn0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex +1 Mag +8 Cun +9 Con dps ---------- Mov.spd +10% Res.pen +10% arcane Phasing +30% Melee Ret 4 arcane ----- def ----- Fatigue -8% Resists +12% lightning Spell.save +12 (+3 eff.) HP.reg +3.00 ---------- misc Stam/turn +1.00 Masteries +0.38 Cursed/Strife +0.38 Cursed/Rampage Amulets make your neck look great! |
| In main hand | Butcher (Corpses) (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Corpses Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| Around waist | drakeskin leather belt 'Rainwitch' (Nightmares)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Mind.pwr +25 (+4 eff.) Res.pen +10% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +10% fire +9% lightning +9% cold Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Max.HP +70.00 ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Max.hate +4.00 Size +1 Curse of Nightmares A belt that goes around your waist. |
| In off hand | voratun shield 'Relgylethad' (Madness) (0 def, 10 armour, 76-91 power, 208.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 75.5 - 90.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +12 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +11% acid +9% temporal +11% fire +3% blight +19% cold +12% nature +11% lightning Spell.save +6 (+1 eff.) Max.HP +68.00 ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
| Cloak | elven-silk cloak 'Cyrilegaba' (Misfortune) (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% arcane +27% physical Res.pen +10% physical Melee Ret 6 arcane 6 physical ----- def ----- Defense +3 (+1 eff.) Resists +9% mind Max.HP +53.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening voratun plate armour of the dragon (Madness) (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +10% acid +10% physical +11% cold +12% lightning +15% fire Mind.save +21 (+5 eff.) Disarm- +33% Stun/Frz- +36% Knockbk- +31% ---------- misc Cooldown Rush -5 Curse of Madness A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 106; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 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. |
heroism infusion of the duelist (die at -836; dur 9; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -836 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 836 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 743%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 854%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 854% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 457; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 457 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 29%; mental, magical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Rune of the Rift (650.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 695.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 134; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 133.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 53; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 461; dur 6; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 461 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
Islitta0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +4 Dex +2 Wil +8 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +6% mind ----- def ----- Fatigue -10% Phys.save +12 (+5 eff.) Spell.save +11 (+2 eff.) Mind.save +12 (+3 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
serendipitous steel amulet of constitution (+5)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +3 Con dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
steel amulet 'Halisagrim'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Cun +2 Dex dps ---------- Dmg.mod +9% acid ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Equi/ret +0.20 Psi/ret +0.08 Amulets make your neck look great! |
gold amulet 'Isalrama'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +5 Con ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.12 Amulets make your neck look great! |
protective stralite amulet of strength (+4)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +5 Defense +4 (+1 eff.) Res.Cap +4% all Phys.save +13 (+5 eff.) Amulets make your neck look great! |
stralite amulet 'Turoralach'0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Dex +5 Wil dps ---------- Mind.pwr +12 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Resists +9% light +9% cold Mind.save +12 (+3 eff.) Die.at -40.00 life HP.reg +4.00 Blind- +29% Confus- +17% ---------- misc Infravis +5 Sight +2 See.Invis +12 Amulets make your neck look great! |
Kilnwhisper0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil +6 Con dps ---------- Res.pen +5% darkness +20% fire Melee Ret 4 fire ----- def ----- Fatigue -9% Resists +30% fire +28% cold Phys.save +18 (+7 eff.) Max.HP +73.00 HP.reg +14.00 ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
Orb of Many Ways1.0 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 'Dawnnail'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% light Res.pen +15% light Melee Ret 2 light ----- def ----- Defense +6 (+2 eff.) ---------- misc Equi/ret +0.12 Max.psi +10.00 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Spell.save +12 (+3 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% 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 lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
Ebonysever0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% light +6% darkness Res.pen +20% lightning Melee Ret 2 lightning ----- def ----- Defense +10 (+3 eff.) Resists +3% darkness +6% light Rings make your fingers look great! |
Giwe0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Mag +4 Wil +8 Con dps ---------- Melee Ret 4 arcane ----- def ----- Mind.save +9 (+2 eff.) Confus- +26% ---------- misc Light +3 Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+1 eff.) Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
warrior's stralite ring of tenacity0.1 T4 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +27.00 Disarm- +28% Pinning- +32% Knockbk- +36% Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+16 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +8 Dex dps ---------- Melee+ 30 physical Ranged+ 16 physical Acc +7 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 51 On Hit (Ranged): * 16% chance to reduce all saves and defense by 51 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+21 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
blighted dragonbone magestaff (Misfortune) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +24 (+12 eff.) Dmg.mod +30% fire ---------- misc Vim/s.crit +6.00 Max.vim +35.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone vilestaff of protection (Shrouds) (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +19.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff (Shrouds) (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
chilling voratun battleaxe of massacre (Corpses) (74-111 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 74.0 - 111.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 cold Curse of Corpses Massive two-handed battleaxes. |
voratun greatsword 'Kindlegore' (Nightmares) (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 63.5 - 101.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 fire On Hit.r1 +25 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: dps ---------- Mind.crit +8% Crit.mult +20.00% Dmg.mod +12% light +12% fire Res.pen +31% mind +31% light Melee Ret 10 mind Curse of Nightmares Massive two-handed swords. |
Anmalice (Madness) (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 50% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) Curse of Madness The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Everpyre Blade (Misfortune) (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Curse of Misfortune This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Xanakira the Shadezephyr (Corpses) (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +25 acid On Hit.r1 +12 acid +12 darkness On Crit.r2 +25 acid On Hit: * 25% chance to reduce damage dealt by 41% * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: Stats +12 Cun dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 25% chance to reduce armor by 23% Curse of Corpses Sharp, long, and deadly. |
arcing voratun longsword of projection (Shrouds) (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 43.5 - 60.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Shrouds Sharp, long, and deadly. |
dwarven-steel mace of shearing (Nightmares) (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.5 - 38.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +10 (+2 eff.) Apr +10 Curse of Nightmares Blunt and deadly. |
Ureslak's Femur (Shrouds) (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers Curse of Shrouds A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
thought-forged voratun mace of disruption (Misfortune) (47-66 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Disrupt/Psionic Power 47.0 - 65.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +25 mind Against +30% Unnatural On Hit: * 31% chance to reduce all saves and defense by 51 * 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 +5 Cun +1 Wil Curse of Misfortune Blunt and deadly. |
chilling voratun waraxe of paradox (Misfortune) (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold +20 temporal While equipped: ----- def ----- Resists +20% temporal Curse of Misfortune One-handed war axes. |
enhanced voratun waraxe of disruption (Shrouds) (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Disrupt Power 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Against +25% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +9 Str +9 Dex +6 Mag +9 Wil +7 Cun +12 Con Curse of Shrouds One-handed war axes. |
slime-covered voratun waraxe of evisceration (Nightmares) (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Disrupt/Master Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 81% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +12 (+3 eff.) Curse of Nightmares One-handed war axes. |
stormbringer's voratun waraxe of rage (Corpses) (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 lightning +36 cold While equipped: Stats +8 Str dps ---------- Mov.spd +49% Dmg.mod +13% physical Res.pen +25% lightning +22% cold Acc +25 (+6 eff.) Curse of Corpses One-handed war axes. |
voratun waraxe of amnesia (Madness) (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Psionic Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Curse of Madness One-handed war axes. |
voratun waraxe of crippling (Corpses) (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Curse of Corpses One-handed war axes. |
Aeriharahir (Madness) (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 36.5 - 47.5 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 temporal While equipped: Stats +6 Dex +15 Con dps ---------- Mind.pwr +37 (+6 eff.) Dmg.mod +18% blight Res.pen +20% temporal Acc +15 (+3 eff.) Melee Ret 10 mind ----- def ----- Defense +15 (+5 eff.) Disarm- +50% ---------- misc Infravis +4 Curse of Madness Sharp, short and deadly. |
acidic voratun dagger of rage (Nightmares) (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 36.5 - 47.5 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +11 Str dps ---------- Dmg.mod +13% physical Acc +22 (+5 eff.) Curse of Nightmares Sharp, short and deadly. |
hateful voratun dagger of rage (Nightmares) (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 40.0 - 52.0 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 darkness Against +20% Living While equipped: Stats +10 Str dps ---------- Dmg.mod +15% physical Acc +16 (+4 eff.) Curse of Nightmares Sharp, short and deadly. |
quick voratun dagger of torment (Shrouds) (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 37.5 - 48.8 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +22 (+5 eff.) Curse of Shrouds Sharp, short and deadly. |
thought-forged voratun dagger of erosion (Misfortune) (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature/Psionic Power 36.5 - 47.5 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +7 mind +18 nature On Hit: * 35% chance to reduce all saves and defense by 51 While equipped: Stats +6 Cun +5 Wil Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Flaretreason' (Madness) (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 37.0 - 48.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +25 light +25 fire On Hit.r1 +25 nature +25 fire On Crit.r2 +25 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +33.00% Dmg.mod +27% acid +12% nature +12% light Apr +15 Curse of Madness Sharp, short and deadly. |
Skyreeve the drakeskin leather sling (Nightmares)4.0 T5 sling 1H weapon Reqs Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid +24 lightning On Crit.r2 +24 lightning While equipped: Stats +3 Dex +4 Mag +4 Cun +4 Con dps ---------- Mind.pwr +30 (+5 eff.) Dmg.mod +22% acid +24% mind ---------- misc Psi/ret +0.12 See.Invis +15 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Alygokhad the voratun shield (Nightmares) (0 def, 10 armour, 78-93 power, 183 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 77.5 - 93.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +183 Melee+ +28 physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil dps ---------- Phys.crit +14.0% Phys.pwr +9 (+2 eff.) Dmg.mod +9% acid Res.pen +25% acid On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +6% cold +19% physical Shield.near.proj +59 Mind.save +3 (+0 eff.) Proj.slow +32% Disarm- +20% ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
focusing elven-silk robe of frost (+42%) (Madness) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Dmg.mod +28% cold ----- def ----- Resists +15% all +42% cold ---------- misc Mana/turn +0.40 Psi/turn +0.30 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour of acid resistance (Madness) (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +27% acid HP.reg +7.70 ---------- misc Stam/turn +2.50 Curse of Madness A suit of armour made of leather. |
radiant voratun mail armour of thunder (Shrouds) (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +8 Str +10 Mag +15 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +8% Phys.pwr +22 (+5 eff.) Spell.pwr +25 (+12 eff.) Mind.pwr +22 (+3 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +16% lightning +19% darkness +23% blight ---------- misc Light +2 Curse of Shrouds A suit of armour made of mail. |
enlightening dwarven-steel plate armour of the deep (Shrouds) (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +14 Fatigue +22% Resists +8% acid +7% cold Mind.save +15 (+3 eff.) ---------- misc Breathe water Curse of Shrouds A suit of armour made of metal plates. |
Monolith Armour (Corpses) (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+12 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+12 eff.) Spell.save +35 (+8 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. Curse of Corpses This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
rough leather belt 'Fulidar' (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +3% mind Res.pen +20% mind ----- def ----- Resists +15% mind Mind.save +6 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
Rope Belt of the Thaloren (Madness)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing hardened leather belt of burglary (Nightmares)1.0 T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +9 Cun +6 Lck dps ---------- Phys.crit +7.0% Mind.crit +7% ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Infravis +4 Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Cyrewyn' (Nightmares)1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +12% lightning +9% fire +6% light +8% cold Curse of Nightmares A belt that goes around your waist. |
Woeclamor the drakeskin leather belt (Corpses)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% fire Res.pen +15% darkness +10% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +13% lightning +15% temporal +12% light +3% cold +6% darkness +6% acid Spell.save +14 (+3 eff.) Stealth +9 Max.HP +70.00 ---------- misc T.Disarm +27 Infravis +6 Size +1 Curse of Corpses A belt that goes around your waist. |
insulating drakeskin leather belt of burglary (Misfortune)1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +6 Cun +10 Lck ----- def ----- Resists +15% fire +14% cold Stealth +14 ---------- misc T.Disarm +29 Infravis +5 Curse of Misfortune A belt that goes around your waist. |
Eclipsespire (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +12% acid +3% darkness Res.pen +10% darkness Acc +4 (+1 eff.) Apr +3 Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) ---------- misc Light +3 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianpassion (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Defense +1 (+0 eff.) Resists +3% light Mind.save +6 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of mindcraft (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +6 (+1 eff.) ---------- misc Stam/turn +0.60 Masteries +0.20 Technique/Combat training Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (Misfortune) (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 100 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Duathelrupture (Misfortune) (26 def, 8 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Armour +8 Defense +26 (+8 eff.) Resists +3% lightning +3% fire +6% darkness +5% arcane Phys.save +33 (+12 eff.) Spell.save +46 (+11 eff.) Mind.save +19 (+4 eff.) ---------- misc Stam/turn +1.00 Masteries +0.40 Technique/Combat training Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of mindcraft (Nightmares) (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +3 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of Eldoral (Misfortune) (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +17% blight HP.reg +11.00 Heal.mod +19% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Hanykalthorek' (Shrouds) (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Crit.mult +15.00% Acc +20 (+5 eff.) ----- def ----- Armour +9 Resists +8% acid +7% fire +10% lightning +8% cold Curse of Shrouds A pair of boots made of leather. |
stealthy pair of hardened leather boots (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Stealth +5 Curse of Shrouds A pair of boots made of leather. |
Shoes of Moving Slowly (Misfortune) (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Misfortune Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of drakeskin leather boots 'Silymina' (Nightmares) (0 def, 14 armour)2.0 T5 feet armor [Random Unique] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Armour +14 Fatigue -7% Resists +14% acid +28% fire +19% lightning +25% cold Phys.save +20 (+7 eff.) Die.at -60.00 life Heal.mod +5% Disarm- +10% ---------- misc Max.enc +50 Curse of Nightmares A pair of boots made of leather. |
Unbreakable Greaves (Misfortune) (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blood-soaked pair of voratun boots (Madness) (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 Fatigue +4% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of rushing (Misfortune) (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +5 Fatigue +4% Curse of Misfortune Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Siluna the dwarven-steel gauntlets (Misfortune) (30 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +15% blight Res.pen +10% physical Acc +8 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +2 Defense +30 (+10 eff.) Fatigue +3% Phys.save +9 (+4 eff.) ---------- misc Stam/turn +3.00 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +16 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 Curse of Misfortune Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of dexterity (+4) (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 fire Dmg.mod +5% fire Acc +15 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +15.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Corpsenaught' (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% nature Acc +17 (+4 eff.) Apr +3 ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness Die.at -60.00 life ---------- misc Infravis +3 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +11.0% Atk.spd 83% Melee+ +7 darkness On Crit: 10% Dominate 3 Curse of Madness Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Boltprophet' (Shrouds) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +4 Wil +9 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Dmg.mod +15% acid ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning Disarm- +36% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 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. |
aegis elven-silk wizard hat (Nightmares) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +12% HP.reg +5.40 Curse of Nightmares A pointy cloth hat, very wizardly... |
Infused Cerebrum (Shrouds) (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Curse of Shrouds Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
grounding drakeskin leather cap of precognition (Nightmares) (8 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +9 Cun dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +5% Resists +12% lightning +13% temporal Curse of Nightmares A cap made of leather. |
Adomira (Corpses) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Wil +9 Con dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +21% physical +9% nature +3% temporal Phys.save +22 (+8 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing voratun helm of trickery (Nightmares) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Phys.save +21 (+8 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 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. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 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 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Burning Star1.0 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. |
794 alchemist agate0.0 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. |
78 alchemist bloodstone0.0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(167 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc 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 353.10 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. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +59.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+2 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Elenykalthochik (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag +1 Wil ----- def ----- Fatigue -5% ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
shattering voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +22% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +25% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 76% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 386.08 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. |
Blindkiss [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness +5% cold On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 41% ----- def ----- Resists +3% temporal +5% arcane +3% light Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of gale force [power 340] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 456 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Deepsfiend [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +12% blight Melee Ret 4 darkness ----- def ----- Resists +20% blight Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 165] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 412 Base Damage: 173 Armor: 7 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Galegasher' [power 165] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Dex +3 Con dps ---------- Dmg.mod +15% mind ----- def ----- Resists +18% lightning Crit.dmg- 15.00% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 399 Base Damage: 195 Armor: 11 All Resist: 16 Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Zirak [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +8 Con dps ---------- Phys.pwr +25 (+5 eff.) Spell.pwr +30 (+15 eff.) Phasing +30% ----- def ----- Armour +4 Sting an enemy dealing 711 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By what a terrible morning to play a cursedp the Krog Cursed level 29
20th Regrowth 123rd year of Ascendancy at 06:32 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By what a terrible morning to play a cursedp the Krog Cursed level 35
46th Pyre 123rd year of Ascendancy at 00:41 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By what a terrible morning to play a cursedp the Krog Cursed level 46
70th Dusk 123rd year of Ascendancy at 23:01 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By what a terrible morning to play a cursedp the Krog Cursed level 34
44th Pyre 123rd year of Ascendancy at 10:44 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By what a terrible morning to play a cursedp the Krog Cursed level 24
10th Decay 122nd year of Ascendancy at 15:12 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By what a terrible morning to play a cursedp the Krog Cursed level 39
59th Pyre 123rd year of Ascendancy at 07:55 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By what a terrible morning to play a cursedp the Krog Cursed level 47
72nd Dusk 123rd year of Ascendancy at 12:39 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By what a terrible morning to play a cursedp the Krog Cursed level 44
45th Dusk 123rd year of Ascendancy at 19:05 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By what a terrible morning to play a cursedp the Krog Cursed level 37
55th Pyre 123rd year of Ascendancy at 06:30 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By what a terrible morning to play a cursedp the Krog Cursed level 50
31st Haze 123rd year of Ascendancy at 02:05 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By what a terrible morning to play a cursedp the Krog Cursed level 14
34th Dusk 122nd year of Ascendancy at 21:35 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By what a terrible morning to play a cursedp the Krog Cursed level 36
51st Pyre 123rd year of Ascendancy at 17:42 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By what a terrible morning to play a cursedp the Krog Cursed level 35
49th Pyre 123rd year of Ascendancy at 11:42 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By what a terrible morning to play a cursedp the Krog Cursed level 50
32nd Haze 123rd year of Ascendancy at 01:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By what a terrible morning to play a cursedp the Krog Cursed level 19
5th Haze 122nd year of Ascendancy at 19:05 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By what a terrible morning to play a cursedp the Krog Cursed level 26
8th Allure 123rd year of Ascendancy at 12:33 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By what a terrible morning to play a cursedp the Krog Cursed level 21
10th Haze 122nd year of Ascendancy at 21:32 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By what a terrible morning to play a cursedp the Krog Cursed level 50
29th Haze 123rd year of Ascendancy at 23:42 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By what a terrible morning to play a cursedp the Krog Cursed level 29
22nd Regrowth 123rd year of Ascendancy at 14:17 see stats
Huge Appetite (Nightmare (Adventure) difficulty)
Ate 20 bosses.By what a terrible morning to play a cursedp the Krog Cursed level 50
30th Haze 123rd year of Ascendancy at 22:31 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By what a terrible morning to play a cursedp the Krog Cursed level 48
72nd Dusk 123rd year of Ascendancy at 16:14 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By what a terrible morning to play a cursedp the Krog Cursed level 30
22nd Pyre 123rd year of Ascendancy at 19:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By what a terrible morning to play a cursedp the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 22:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By what a terrible morning to play a cursedp the Krog Cursed level 20
6th Haze 122nd year of Ascendancy at 01:00 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By what a terrible morning to play a cursedp the Krog Cursed level 30
10th Pyre 123rd year of Ascendancy at 13:30 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By what a terrible morning to play a cursedp the Krog Cursed level 40
63rd Pyre 123rd year of Ascendancy at 22:43 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By what a terrible morning to play a cursedp the Krog Cursed level 50
3rd Haze 123rd year of Ascendancy at 22:23 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By what a terrible morning to play a cursedp the Krog Cursed level 50
28th Haze 123rd year of Ascendancy at 05:42 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By what a terrible morning to play a cursedp the Krog Cursed level 50
12nd Haze 123rd year of Ascendancy at 17:36 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By what a terrible morning to play a cursedp the Krog Cursed level 21
11st Haze 122nd year of Ascendancy at 02:47 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By what a terrible morning to play a cursedp the Krog Cursed level 28
1st Regrowth 123rd year of Ascendancy at 15:08 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By what a terrible morning to play a cursedp the Krog Cursed level 46
69th Dusk 123rd year of Ascendancy at 22:04 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By what a terrible morning to play a cursedp the Krog Cursed level 33
42nd Pyre 123rd year of Ascendancy at 09:59 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By what a terrible morning to play a cursedp the Krog Cursed level 36
51st Pyre 123rd year of Ascendancy at 19:30 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By what a terrible morning to play a cursedp the Krog Cursed level 50
32nd Haze 123rd year of Ascendancy at 01:00 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By what a terrible morning to play a cursedp the Krog Cursed level 16
60th Dusk 122nd year of Ascendancy at 17:17 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By what a terrible morning to play a cursedp the Krog Cursed level 7
79th Pyre 122nd year of Ascendancy at 09:09 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By what a terrible morning to play a cursedp the Krog Cursed level 21
34th Haze 122nd year of Ascendancy at 05:05 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By what a terrible morning to play a cursedp the Krog Cursed level 50
32nd Haze 123rd year of Ascendancy at 01:01 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By what a terrible morning to play a cursedp the Krog Cursed level 40
7th Mirth 123rd year of Ascendancy at 09:28 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By what a terrible morning to play a cursedp the Krog Cursed level 21
33rd Haze 122nd year of Ascendancy at 16:12 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By what a terrible morning to play a cursedp the Krog Cursed level 23
78th Haze 122nd year of Ascendancy at 17:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By what a terrible morning to play a cursedp the Krog Cursed level 16
61st Dusk 122nd year of Ascendancy at 14:24 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By what a terrible morning to play a cursedp the Krog Cursed level 34
43rd Pyre 123rd year of Ascendancy at 22:06 see stats
Log
what a terrible morning to play a cursedp receives 2 healing.
Talent Resonance Field is ready to use.
what a terrible morning to play a cursedp receives 2 healing.
what a terrible morning to play a cursedp receives 2 healing.
what a terrible morning to play a cursedp receives 2 healing.
Resting starts...
Talent Rampage is ready to use.
Talent Relentless Pursuit is ready to use.
What a terrible morning to play a cursedp is firmly planted in reality.
Rested for 161 turns (stop reason: all resources and life at maximum).
What a terrible morning to play a cursedp picks up (L.): dragonbone starstaff (Shrouds) (30-36 power, 6 apr, temporal element).
What a terrible morning to play a cursedp picks up ( .): moonstone.
What a terrible morning to play a cursedp picks up (j.): shatter afflictions rune (absorb 53; cd 17).
What a terrible morning to play a cursedp picks up (N.): chilling voratun battleaxe of massacre (Corpses) (74-111 power, 4 apr).
What a terrible morning to play a cursedp picks up ( .): grounding drakeskin leather cap of precognition (Nightmares) (8 def, 5 armour).
Ran for 15 turns (stop reason: interesting terrain).
What a terrible morning to play a cursedp picks up ( .): radiant voratun mail armour of thunder (Shrouds) (5 def, 10 armour).
There is no portal to activate here.
Ran for 2 turns (stop reason: interesting terrain).






















































































































































































