









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.6Donators/Buyers bonus! 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.7.4This 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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.
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Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 2287% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 153 (base 66) |
Dexterity | 56 (base 22) |
Constitution | 88 (base 41) |
Magic | 23 (base 9) |
Willpower | 103 (base 64) |
Cunning | 94 (base 50) |
Resources
Life | 2004/2004 |
Hate | 55/114 |
Equilibrium | 30 |
Healing Factor | 1.3297532251835 |
Regeneration | 43.524971448095 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +132.35274529829% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
See Invisible | 8 |
Offense: Mainhand
Damage | 269 |
Accuracy | 63 |
Crit Chance | 45% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 95 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Nature | +16% |
Cold | +22% |
Mind | +19% |
All | +7% |
Offense: Damage Penetration
Nature | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 82.723073231957 (96.438666929426%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 56 |
Mental Save | 72 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 35%( 40%) |
Cold | + 80%( 80%) |
All | + 32%( 70%) |
Physical | + 46%( 72%) |
Lightning | + 65%( 80%) |
Light | + 70%( 70%) |
Temporal | + 46%( 70%) |
Mind | + 62%( 70%) |
Darkness | + 88%( 88%) |
Fire | + 78%( 80%) |
Nature | + 56%( 80%) |
Defense: Immunities
Silence Resistance | 24% |
Disarm Resistance | 27% |
Knockback Resistance | 45% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 865 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1118% 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. |
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 690 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cursed / Gloom | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Stalk |
talent | Gloom |
talent | Surge |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 60% 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 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 71 mind and 64 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 125 Mind damage, and deal 112 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 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 | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)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 (+38% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
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 grand master assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by orc corruptor. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | 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 fire 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 1775. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 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 Corpses 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 | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil +6 Con dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +9% nature +12% mind Res.pen +5% nature ----- def ----- Defense +5 (+2 eff.) Resists +15% blight Crit.chn- 17.75% Max.HP +75.00 HP.reg +16.00 Heal.mod +10% Silence- +24% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +10 Fatigue +5% Resists +33% acid +6% temporal +14% lightning +14% blight +15% cold +5% arcane +10% fire Mind.save +15 (+3 eff.) ---------- misc Infravis +4 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) On Melee Ret: * 18% chance to slow global speed by 78% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +17 Cun +7 Dex dps ---------- Melee+ 14 physical Ranged+ 34 physical Acc +11 (+3 eff.) On Hit (Melee): * 17% chance to reduce all saves and defense by 48 On Hit (Ranged): * 15% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +2.00 Max.hate +14.00 Curse of Madness 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! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% Curse of Misfortune A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault Curse of Corpses A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +5 Cun +3 Con ----- def ----- Armour +3 Phys.save +23 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+1 eff.) Disarm- +27% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +14.0% Atk.spd 100% Melee+ +16 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Curse of Shrouds Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Madness Dominate: Level 2.6 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 18 Armour, 26 Defense and your attacks will gain 33% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Madness Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +15% cold Acc +5 (+2 eff.) Apr +20 Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +30% light +23% fire +25% darkness +29% cold Blind- +49% Amulets make your neck look great! |
Inventory
![]() 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 20% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 360 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 7 turns. While Heroism is active, you will only die when reaching -548 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 548 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 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 8 turns. While Heroism is active, you will only die when reaching -968 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 968 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 883% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 701% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 665% 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 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 583% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. 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 |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 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 physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 3 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 4 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 |
![]() 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 601.34 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Melee Ret 8 physical ----- def ----- Resists +6% lightning +24% fire +21% mind Confus- +37% ---------- misc Stam/turn +2.00 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Res.pen +5% lightning ----- def ----- Resists +16% lightning +3% fire +3% physical Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (110). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +16% nature +13% blight Poison- +28% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +16% darkness Blind- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.20 Cursed/Strife +0.20 Cursed/Endless hunt Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +14.00% Acc +9 (+3 eff.) Apr +13 ----- def ----- Resists +16% temporal Pinning- +32% Knockbk- +35% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +23% mind Blind- +40% Confus- +39% ---------- misc Infravis +6 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +21% temporal Blind- +34% Pinning- +36% Knockbk- +40% ---------- misc Infravis +9 Sight +2 See.Invis +12 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +7 Dex +7 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -10% HP.reg +4.00 ---------- misc Stam/turn +1.50 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Dex +6 Cun +8 Con dps ---------- Crit.mult +14.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +14 ----- def ----- Fatigue -8% HP.reg +4.00 ---------- misc Stam/turn +1.50 Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Curse of Corpses 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 4 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 143% 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! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +22.00 Disarm- +24% Pinning- +21% Knockbk- +22% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid +6% arcane Acc +8 (+2 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +24% acid Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +26% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Spell.crit +3% Phys.pwr +7 (+1 eff.) S.pwr/crit +8 Dmg.mod +15% arcane +6% blight Res.pen +20% arcane Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 48 On Hit (Ranged): * 11% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Curse of Corpses 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! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) Curse of Madness 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 4 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 143% 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! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +10% cold Acc +8 (+2 eff.) ----- def ----- Resists +20% cold Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +14% nature ----- def ----- Resists +28% nature Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +13% blight Max.HP +40.00 HP.reg +13.00 Heal.mod +14% Poison- +22% Disease- +21% Curse of Madness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +8 Dex +10 Wil +16 Cun +4 Con dps ---------- Mind.pwr +11 (+2 eff.) Dmg.mod +18% fire Acc +11 (+3 eff.) ----- def ----- Resists +36% fire ---------- misc Mana/turn +0.12 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Curse of Misfortune Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 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 Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Melee+ 31 physical Ranged+ 31 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 48 On Hit (Ranged): * 13% chance to reduce all saves and defense by 48 ----- def ----- Mind.save +16 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Curse of Madness 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! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Wil dps ---------- Acc +14 (+4 eff.) Apr +12 ----- def ----- Defense +13 (+5 eff.) Mind.save +14 (+3 eff.) Curse of Nightmares 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 4 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 143% 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! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Max.stam +15.00 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +22% Acc +10 (+3 eff.) ----- def ----- Defense +11 (+4 eff.) Phys.save +15 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+3 eff.) Curse of Nightmares Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Cun +9 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +93.00 HP.reg +19.00 Heal.mod +19% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +16 (+4 eff.) Apr +13 ----- def ----- Defense +13 (+5 eff.) Curse of Madness 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 4 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 143% 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! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Mind.save +12 (+3 eff.) Confus- +50% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Phys.save +14 (+3 eff.) Curse of Madness Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane 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 (+11 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." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +37 (+10 eff.) Melee+ 40 arcane Dmg.mod +30% blight ---------- misc Max.mana +117.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% fire ----- def ----- Phys.save +12 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+3 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 40% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Curse of Corpses Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% Curse of Corpses This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 156% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +38 acid +37 nature While equipped: Stats +7 Str dps ---------- Dmg.mod +14% physical Res.pen +17% acid +19% nature Acc +20 (+5 eff.) Apr +13 Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 154% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +27 mind On Hit: * 26% chance to reduce all saves and defense by 48 While equipped: Stats +12 Str +9 Dex +13 Mag +19 Wil +14 Cun +10 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +6% mind Res.pen +14% physical On Hit (Melee): * 10% chance to slow global speed by 78% ----- def ----- Resists +3% blight +6% cold +6% light Disarm- +21% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master/Psionic Power 152% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 mind On Hit: * 31% chance to reduce all saves and defense by 48 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Cun +3 Wil dps ---------- Phys.crit +12.0% Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 lightning While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +10 Defense +21 (+7 eff.) Resists +9% mind +15% temporal Mind.save +18 (+4 eff.) Heal.mod +15% Disarm- +63% Pinning- +20% Knockbk- +20% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Misfortune This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature Power 172% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +126 fire While equipped: Stats +12 Con +16 Wil dps ---------- All.spd +13% Res.pen +33% fire ----- def ----- Max.HP +51.00 Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Psionic Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +82 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +10% Res.pen +23% fire Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 166% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +10 Dex +6 Mag +12 Wil +14 Cun +16 Con dps ---------- Phys.crit +12.0% Curse of Corpses Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 168% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +16 Str +9 Dex +12 Mag +13 Wil +7 Cun +12 Con dps ---------- Phys.crit +16.0% Phys.pwr +13 (+2 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 172% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +23 Str +5 Dex +10 Mag +9 Wil +12 Cun +5 Con dps ---------- Dmg.mod +17% physical Acc +20 (+5 eff.) Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 172% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +10 Dex +12 Mag +9 Wil +14 Cun +7 Con dps ---------- Phys.crit +19.0% Crit.mult +38.00% Apr +20 Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +14 Con +12 Wil ----- def ----- Max.HP +79.00 Curse of Misfortune Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 150% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +16 (+6 eff.) Resists +6% acid Crit.chn- 15.00% Phys.save +18 (+4 eff.) Poison- +20% Disarm- +42% ---------- misc Infravis +3 Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 149% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+2 eff.) ----- def ----- Resists +12% light +3% nature +5% arcane +12% mind Die.at -60.00 life Cut- +20% Silence- +10% Curse of Shrouds Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 151% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +16% acid +3% temporal +6% light +32% lightning +16% fire +16% cold +7% all Spell.save +16 (+5 eff.) Max.HP +60.00 Heal.mod +15% Silence- +10% Curse of Nightmares Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 150% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +12 Wil +7 Cun +9 Con Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 185% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +23 light While equipped: Stats +9 Dex +9 Con dps ---------- Phys.pwr +19 (+3 eff.) Phys.spd +10% Res.pen +19% physical Acc +30 (+8 eff.) ----- def ----- Resists +6% arcane +9% cold Mind.save +18 (+4 eff.) Disease- +23% Disarm- +39% Curse of Misfortune Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 168% Range: 1.5x Uses 110% Wil, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +20 mind On Hit: * 14% chance to reduce all saves and defense by 48 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str +2 Wil +2 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% physical +10% mind +18% light Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +28% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Madness A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +12 Mag +7 Wil +9 Cun +14 Con Curse of Corpses Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 175% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 mind On Hit: * 20% chance to reduce all saves and defense by 48 While equipped: dps ---------- Dmg.mod +6% lightning +9% temporal Res.pen +25% temporal +10% mind +21% all Acc +34 (+9 eff.) Apr +21 Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 48 ---------- misc Light +2 Curse of Madness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 202% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +12 darkness While equipped: dps ---------- Spell.crit +9% Melee Ret 11 blight ----- def ----- Resists +6% arcane +21% darkness Spell.save +6 (+2 eff.) ---------- misc Max.mana +60.00 Curse of Madness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Master Power 183% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.crit +19.0% Crit.mult +30.00% Phys.spd +10% Acc +26 (+7 eff.) Apr +17 Curse of Shrouds Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Master Power 180% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Res.pen +19% all Acc +47 (+12 eff.) Apr +12 Curse of Nightmares Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 182% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +24 lightning +58 cold While equipped: dps ---------- Phys.crit +17.0% Crit.mult +42.00% Mov.spd +60% Res.pen +19% lightning +12% cold Apr +16 Curse of Shrouds Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 177% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +144 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +3 Cun +4 Wil dps ---------- All.spd +25% Dmg.mod +6% blight Res.pen +20% physical +44% fire Acc +26 (+7 eff.) Apr +19 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 Curse of Corpses Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Master/Psionic Power 158% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +17.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% physical Res.pen +20% fire Acc +9 (+3 eff.) ----- def ----- Armour +4 Defense +19 (+7 eff.) Resists +9% fire Die.at -40.00 life Disarm- +62% Curse of Madness Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 160% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +30 acid +35 nature On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+2 eff.) Res.pen +20% acid +19% nature Apr +12 Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 161% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +5 Mag +13 Wil +7 Cun +10 Con dps ---------- Res.pen +14% all Acc +9 (+3 eff.) Apr +19 Curse of Madness Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 163% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Disrupt Power 162% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +16% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Curse of Madness Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +49 acid +44 nature On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+2 eff.) Res.pen +20% acid +17% nature Apr +21 Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Disrupt/Master Power 192% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Deals 144 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Dex +14 Wil +14 Con dps ---------- Phys.spd +10% Acc +24 (+6 eff.) ----- def ----- Max.HP +76.00 Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 174% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +16% physical Acc +44 (+11 eff.) Curse of Corpses Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Disrupt Power 171% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +21% Unnatural On Crit.r2 +17 lightning +35 cold 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: dps ---------- Mov.spd +49% Res.pen +30% lightning +21% cold Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Str dps ---------- Dmg.mod +10% physical Res.pen +12% physical Acc +56 (+14 eff.) Apr +13 Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +49.00% Res.pen +19% physical Acc +20 (+5 eff.) Apr +35 Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Wil, 90% Str, 40% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning Curse of Corpses This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 50% Wil, 100% Str Dmg Physical 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 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) Curse of Shrouds 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. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 154% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+1 eff.) Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Curse of Nightmares Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical 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. |
![]() 3.0 T5 mace 1H weapon [Ego+] Psionic Power 160% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Curse of Shrouds Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master/Psionic Power 148% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness Against +11% Living While equipped: dps ---------- Res.pen +9% all Acc +25 (+7 eff.) Apr +13 Curse of Shrouds One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Psionic Power 151% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Misfortune One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 35% Str, 35% Dex 30% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 163% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +29% Curse of Misfortune Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +22 (+6 eff.) Apr +15 Curse of Madness Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 125% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +13.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +7.0% Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% physical +18% cold Apr +3 ----- def ----- Die.at -86.16 life Max.HP +40.00 HP.reg +2.00 ---------- misc Stam/turn +3.23 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Curse of Madness Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 53.85 mind damage, 48.42 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.89 mind and 4.39 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 111% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +4 mind +4 arcane While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 12 mind 12 darkness Dmg.mod +10% darkness +12% arcane +18% mind Res.pen +7% mind Melee Ret 11 mind ----- def ----- Resists +14% mind +5% arcane Dmg.Resnn +25% Spell.save +6 (+2 eff.) ---------- misc Psi/ret +2.30 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 arrow ammo [Ego] Nature Power 168% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +29 fire On Crit.r2 +20 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego] Arcane/Master Power 179% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +21 light Against +36% Undead Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 181% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 Melee+ +17 light +18 darkness While equipped: Stats +8 Cun +6 Mag dps ---------- Dmg.mod +17% light +15% darkness ----- def ----- Armour +10 Fatigue +8% Resists +17% light +15% darkness ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Curse of Nightmares Send out a range 5 beam of kinetic energy, dealing 69.05 to 86.31 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +52% light ----- def ----- Armour +6 Defense +7 (+3 eff.) Resists +14% darkness +45% light +15% all Max.HP +60.00 ---------- misc Light +2 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Misfortune No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) Curse of Misfortune This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +9 Dex +7 Cun +3 Con dps ---------- Mov.spd +20% Dmg.mod +9% nature Melee Ret 8 nature ----- def ----- Armour +17 Defense +46 (+15 eff.) Fatigue +8% Resists +16% nature +16% blight Crit.chn- 10.00% Mind.save +23 (+5 eff.) ---------- misc See.Invis +6 Curse of Shrouds A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +13 Wil dps ---------- Phys.crit +6.0% Crit.mult +35.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% acid ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +29% lightning +6% acid +25% darkness +17% blight ---------- misc Max.psi +10.00 Light +1 Curse of Nightmares A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% blight +18% nature +24% lightning D.Red.from +13% Unnatural Max.HP +60.00 Heal.mod +10% Poison- +20% Silence- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +12% Resists +9% acid +5% cold HP.reg +3.20 ---------- misc Stam/turn +1.00 Breathe water Curse of Nightmares A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Dmg.mod +12% mind Res.pen +10% light Melee Ret 4 mind ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +48% cold Mind.save +13 (+3 eff.) ---------- misc Light +3 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +17% blight +28% cold +14% nature +1% physical Die.at -60.00 life Max.HP +40.00 Disease- +20% Pinning- +10% Curse of Shrouds A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Misfortune Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 57.05 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +8 Str +7 Wil +6 Cun ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +17% darkness +9% physical Mind.save +20 (+5 eff.) ---------- misc Light +1 Curse of Shrouds Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +11 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +27% blight +8% physical +25% darkness +3% acid Phys.save +17 (+4 eff.) Mind.save +12 (+3 eff.) HP.reg +4.00 Poison- +20% Confus- +20% ---------- misc Light +2 Curse of Nightmares A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Corpses Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% Curse of Nightmares This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+14 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+10 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 Shrouds 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. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +2 Str +5 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +142.00 HP.reg +4.00 Heal.mod +15% Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +31 Fatigue +22% Max.HP +54.00 HP.reg +9.00 Heal.mod +19% Curse of Nightmares A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +16 Fatigue +22% Resists +6% acid +30% fire +15% nature +3% lightning Max.HP +143.00 HP.reg +16.00 Heal.mod +33% Curse of Nightmares A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% darkness +15% mind ----- def ----- Armour +16 Fatigue +22% Resists +27% lightning +17% temporal +12% light +15% darkness Mind.save +15 (+3 eff.) ---------- misc Hate/m.crit +3.00 Curse of Madness A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+4 eff.) Melee Ret 4 light ----- def ----- Defense +9 (+3 eff.) Resists +5% arcane Stealth +6 ---------- misc Light +1 Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +5 Wil dps ---------- Phys.crit +1.0% Dmg.mod +9% physical Res.pen +6% physical Apr +2 ----- def ----- Defense +13 (+5 eff.) Resists +7% fire +8% cold Stealth +10 ---------- misc Stam/turn +1.00 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% ----- def ----- Resists +6% lightning +15% temporal Max.HP +41.00 Disarm- +20% Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical Res.pen +20% darkness +11% physical On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +15% lightning +12% temporal +6% fire Crit.chn- 10.00% Spell.save +9 (+3 eff.) Poison- +20% Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Resists +8% fire +6% cold Mind.save +7 (+1 eff.) Max.HP +60.00 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Phys.save +9 (+2 eff.) Stealth +8 ---------- misc T.Disarm +11 Infravis +5 Size +1 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Cun +7 Lck ----- def ----- Armour +7 Defense +5 (+2 eff.) Phys.save +19 (+5 eff.) Stealth +7 ---------- misc T.Disarm +14 Infravis +5 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Madness A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +25% lightning ----- def ----- Armour +8 Resists +15% lightning Phys.save +18 (+4 eff.) Die.at -60.00 life HP.reg +3.60 Heal.mod +27% Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +10 Dex +9 Cun +8 Lck dps ---------- Phys.crit +11.0% Mind.crit +10% ----- def ----- Stealth +14 ---------- misc T.Disarm +9 Infravis +5 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +8 Con +9 Lck dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) Dmg.mod +3% physical ----- def ----- Resists +6% blight Spell.save +3 (+1 eff.) Mind.save +13 (+3 eff.) Stealth +13 Max.HP +69.00 ---------- misc T.Disarm +25 Infravis +5 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +14 Cun +6 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid Res.pen +15% acid Melee Ret 10 blight ----- def ----- Mind.save +14 (+3 eff.) ---------- misc Psi/ret +0.16 Max.psi +54.31 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Dex +7 Wil +10 Cun +8 Lck dps ---------- Against +29% Summoned ----- def ----- D.Red.from +31% Summoned Stealth +10 ---------- misc T.Disarm +15 Infravis +5 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Resists +8% acid +8% fire +8% lightning +8% cold Phys.save +19 (+5 eff.) Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Armour +10 Defense +7 (+3 eff.) Phys.save +16 (+4 eff.) Mind.save +11 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +5 Dex +6 Wil +5 Cun ----- def ----- Phys.save +16 (+4 eff.) Spell.save +19 (+6 eff.) Mind.save +17 (+4 eff.) Max.HP +54.00 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +5 Dex +7 Wil +4 Cun ----- def ----- Phys.save +14 (+3 eff.) Spell.save +19 (+6 eff.) Mind.save +28 (+7 eff.) Max.HP +58.00 Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Cun dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Spell.pwr +15 (+4 eff.) S.pwr/crit +4 Res.pen +10% blight ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Spell.save +18 (+5 eff.) ---------- misc Max.vim +40.00 Light +3 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +15% light Acc +18 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -8% Resists +1% physical +5% arcane +3% light Phys.save +3 (+1 eff.) Max.HP +49.00 ---------- misc Max.stam +16.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Curse of Corpses Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +8 Defense +17 (+6 eff.) Resists +9% blight +18% cold +6% light Mind.save +6 (+1 eff.) Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +27 (+7 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Max.HP +76.00 ---------- misc Max.stam +22.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +18% cold Phys.save +7 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -50.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 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 91 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. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Curse of Misfortune Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +4 Dex +7 Mag +4 Cun ----- def ----- Defense +3 (+1 eff.) Resists +18% blight +41% nature +15% darkness +15% acid Crit.chn- 15.00% HP.reg +10.00 Heal.mod +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +31 (+8 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -10% Max.HP +100.00 ---------- misc Max.stam +25.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +3 Str +6 Dex +4 Cun +4 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +7% Dmg.mod +5% darkness Res.pen +14% darkness ----- def ----- Defense +3 (+1 eff.) Resists +24% darkness Stealth +17 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. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +19% darkness Res.pen +14% darkness Acc +25 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +19% darkness Stealth +25 Max.HP +89.00 ---------- misc Max.stam +27.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +8% acid +10% light +28% fire +8% lightning +8% cold Stealth +13 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Curse of Nightmares 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. A pair of boots made of leather. |
![]() 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 Madness 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. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +15 Lck +18 Dex dps ---------- Dmg.mod +12% darkness +18% blight Res.pen +10% darkness +10% blight ----- def ----- Armour +5 Defense +17 (+6 eff.) Resists +3% blight Stealth +15 HP.reg +8.00 Heal.mod +19% Curse of Misfortune A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +7 ----- def ----- Armour +5 Curse of Madness Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Armour +5 ---------- misc Spell.cld 10% Curse of Misfortune A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 HP.reg +8.00 Heal.mod +14% ---------- misc Size +1 Curse of Madness A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +8 Con dps ---------- Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% ---------- misc Stam/turn +0.50 Max.stam +24.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Dex +3 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +3% Curse of Misfortune Blindside: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +9 Fatigue +3% Resists +5% acid +9% fire +8% lightning +10% cold Curse of Nightmares Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +9% arcane ----- def ----- Armour +12 Defense +12 (+4 eff.) Fatigue -4% Resists +3% lightning Phys.save +12 (+3 eff.) ---------- misc Max.enc +31 Mana/turn +0.12 Infravis +1 Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Wil +3 Cun +8 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +10 (+2 eff.) Spell.save +11 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Size +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +24% darkness Res.pen +10% lightning +25% arcane ----- def ----- Armour +5 Fatigue +4% Resists +6% darkness +15% fire +9% light +15% cold 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +5 Fatigue +4% Curse of Madness Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% Curse of Shrouds Blindside: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +9 Str +8 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue +4% Silence- +36% Confus- +41% Stun/Frz- +47% ---------- misc Size +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +4 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+6 eff.) Mind.save +23 (+5 eff.) Curse of Corpses Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Dmg.mod +27% light ----- def ----- Armour +2 Crit.chn- 15.00% Phys.save +17 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Disarm- +26% ---------- misc Infravis +2 Unarmed combat: Power 117% Range: 1.1x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +15 physical On Hit: 10% Juggernaut 1 Curse of Misfortune Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Con ----- def ----- Armour +2 Phys.save +21 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+1 eff.) Disarm- +29% Unarmed combat: Power 115% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 physical On Hit: 10% Juggernaut 1 Curse of Misfortune Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 12 mind 18 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 48 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+3 eff.) Mind.save -13 (-4 eff.) Unarmed combat: Power 115% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: * 24 arcane resource burn Curse of Shrouds Ruined Earth: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% lightning Res.pen +15% mind +15% light Acc +20 (+5 eff.) ----- def ----- Armour +3 Resists +15% lightning +12% light Unarmed combat: Power 130% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +16.0% Atk.spd 100% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +7 Str +5 Dex dps ---------- Res.pen +20% mind ----- def ----- Armour +13 HP.reg +6.00 ---------- misc Stam/turn +1.30 Psi/turn +0.40 Max.stam +30.00 Unarmed combat: Power 131% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +8 Cun +5 Con dps ---------- Melee+ 14 acid Dmg.mod +10% acid +6% light Res.pen +20% blight Acc +8 (+2 eff.) Apr +12 ----- def ----- Armour +3 Resists +8% acid +6% light +9% blight Phys.save +26 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Disarm- +44% Unarmed combat: Power 134% Range: 1.1x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +14 Crit +5.0% Atk.spd 100% Melee+ +24 physical On Crit.r2 +12 acid On Hit: 15% Perfect Strike 5 On Hit: 10% Juggernaut 1 On Hit: 10% Corrosive Breath 5 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +27 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +43% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 130% Range: 1.1x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +6 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Curse of Shrouds Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Melee+ 10 acid Dmg.mod +5% acid ----- def ----- Armour +3 Resists +7% acid Phys.save +21 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +33% Unarmed combat: Power 130% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +16 physical On Crit.r2 +10 acid On Hit: 10% Juggernaut 1 On Hit: 10% Corrosive Breath 5 Curse of Nightmares Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +8 Mind.save +11 (+2 eff.) Max.HP +70.00 Disarm- +34% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 139% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +5 Con ----- def ----- Armour +8 Phys.save +22 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +15 (+3 eff.) Max.HP +63.00 Disarm- +28% Unarmed combat: Power 139% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +21 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Curse of Misfortune Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Acc +5 (+2 eff.) Apr +11 On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +3 Resists +10% blight Spell.save +25 (+7 eff.) Unarmed combat: Power 134% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Atk.spd 100% On Hit: * 13% chance to reduce armor by 15% * 18% chance to slow global speed by 78% * 25 arcane resource burn Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Con dps ---------- On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Phys.save +20 (+5 eff.) Spell.save +24 (+7 eff.) Mind.save +5 (+1 eff.) Disarm- +35% Unarmed combat: Power 133% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +21 physical On Hit: 10% Juggernaut 1 On Hit: * 30 arcane resource burn Curse of Madness Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 cold Dmg.mod +21% lightning +6% cold Res.pen +10% nature ----- def ----- Armour +2 Fatigue +3% Resists +12% lightning +7% cold +12% nature ---------- misc Light +3 Unarmed combat: Power 123% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 ice On Hit: 10% Ice Breath 3 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 126% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +16.0% Atk.spd 83% On Hit: 10% Set Up 3 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +12% nature Res.pen +20% nature Acc +6 (+2 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 48 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +11 (+4 eff.) ---------- misc Infravis +2 Unarmed combat: Power 122% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Hit: * 13% chance to slow global speed by 78% * 16% chance to reduce armor by 15% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +5 Cun +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Dmg.mod +26% acid Apr +1 On Hit (Melee): * 10% chance to slow global speed by 78% ----- def ----- Defense +2 (+1 eff.) Resists +44% acid ---------- misc Stam/turn +2.00 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 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 Madness 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. |
![]() 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +3% Mind.pwr +12 (+2 eff.) Dmg.mod +12% darkness +13% physical ----- def ----- Defense +3 (+1 eff.) Resists +11% darkness +13% physical ---------- misc Max.hate +11.00 Curse of Madness A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +15% temporal +15% light +7% physical ----- def ----- Defense +3 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +11% lightning ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +16% lightning +3% darkness +6% blight Crit.chn- 5.00% Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+2 eff.) Dmg.mod +6% lightning ----- def ----- Armour +7 Fatigue +3% Resists +12% cold +12% fire Spell.save +12 (+4 eff.) ---------- misc Hate/m.crit +4.00 Infravis +3 Curse of Misfortune A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Curse of Corpses 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? |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Curse of Corpses Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +8 Str +14 Dex ----- def ----- Armour +5 Fatigue +5% Resists +18% darkness ---------- misc Infravis +5 Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 614.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +9% light +3% mind Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +2 ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +5% Phys.save +11 (+3 eff.) ---------- misc Max.psi +40.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Str +2 Dex +5 Cun +2 Con dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Curse of Corpses Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Misfortune Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 221.45 mind damage and cripples the target's higher mental functions, reducing cunning by 22 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Spell.crit +2% Melee Ret 8 arcane On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +6% acid Mind.save +6 (+1 eff.) Disease- +20% Curse of Nightmares Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 614.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +24% mind Res.pen +10% darkness +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 48 * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +5 Fatigue +5% Resists +18% fire +24% darkness +6% light ---------- misc Infravis +8 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +15% nature +6% fire Res.pen +20% light ----- def ----- Armour +5 Fatigue +5% Resists +15% light +6% nature ---------- misc Light +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +10 Dex +14 Lck dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +7% Crit.mult +15.00% Dmg.mod +9% mind Res.pen +15% mind Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +9% temporal +20% darkness +15% fire +9% mind +16% cold ---------- misc Infravis +8 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +10% fire +13% lightning +9% cold Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +4% Dmg.mod +13% blight +16% arcane ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +12% temporal Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +9 Cun dps ---------- Acc +9 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+4 eff.) Fatigue +5% Resists +11% nature Spell.save +8 (+3 eff.) Max.HP +110.00 Heal.mod +19% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +17% mind Mind.save +17 (+4 eff.) Confus- +31% Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 614.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +8 Con ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +9% temporal +18% light HP.reg +4.00 Heal.mod +20% Poison- +22% Disarm- +22% ---------- misc Stam/ret +2.70 Equi/ret +3.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 614.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +8 Str +4 Dex +4 Cun +10 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+3 eff.) Mind.save +15 (+3 eff.) Curse of Corpses Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% cold +6% mind +6% nature Res.pen +10% cold ----- def ----- Resists +3% nature +3% lightning ---------- 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% lightning ----- def ----- Resists +12% acid +3% fire ---------- 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. |
![]() 1.0 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.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +11 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +22% Confus- +11% ---------- misc Light +7 See.Stealth +8 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. 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. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +47.00 Blind- +25% Confus- +15% ---------- misc Light +8 See.Stealth +11 See.Invis +5 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +3 Dex +7 Wil +3 Cun dps ---------- Mind.crit +18% Mind.pwr +12 (+2 eff.) Dmg.mod +15% mind Res.pen +13% all Apr +14 ----- def ----- Resists +6% arcane Mind.save +27 (+6 eff.) Die.at -60.00 life ---------- misc Psi/ret +0.08 Light +7 See.Stealth +24 See.Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +19.00% Phys.pwr +8 (+1 eff.) ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.10 cold damage and 7.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+3 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. |
![]() 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. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light +3% lightning Res.pen +5% light Melee Ret 2 light ----- def ----- Resists +12% lightning +9% fire +24% darkness Affinity +15% darkness ---------- misc Light +3 Infravis +8 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +9% light +9% fire Melee Ret 4 fire ----- def ----- Fatigue -10% Resists +13% fire +10% darkness +3% light Phys.save +11 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +11 (+2 eff.) Max.HP +43.00 ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 338.72 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. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight +21% darkness Res.pen +10% darkness +5% blight Blast the opponent's mind dealing 399 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 56. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind ----- def ----- Armour +6 Phys.save +18 (+4 eff.) Die.at -40.00 life Max.HP +40.00 HP.reg +4.00 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 48 ----- def ----- Resists +12% acid +12% cold +9% lightning Spell.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 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. |
![]() 2.0 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. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Mind.crit +2% Mind.pwr +30 (+6 eff.) Dmg.mod +15% mind Acc +15 (+4 eff.) Apr +3 ----- def ----- Armour +8 Defense +25 (+9 eff.) ---------- misc Stam/turn +3.00 Sting an enemy dealing 650 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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
By Bane the Cornac Cursed level 34
80th Regrowth 126th year of Ascendancy at 10:37 see stats
By Bane the Cornac Cursed level 48
44th Pyre 127th year of Ascendancy at 00:49 see stats
By Bane the Cornac Cursed level 34
77th Regrowth 126th year of Ascendancy at 17:13 see stats
By Bane the Cornac Cursed level 18
5th Regrowth 123rd year of Ascendancy at 11:08 see stats
By Bane the Cornac Cursed level 37
28th Pyre 126th year of Ascendancy at 20:55 see stats
By Bane the Cornac Cursed level 39
74th Pyre 126th year of Ascendancy at 21:43 see stats
By Bane the Cornac Cursed level 46
58th Regrowth 127th year of Ascendancy at 11:30 see stats
By Bane the Cornac Cursed level 36
26th Pyre 126th year of Ascendancy at 22:25 see stats
By Bane the Cornac Cursed level 46
33rd Pyre 127th year of Ascendancy at 07:51 see stats
By Bane the Cornac Cursed level 14
53rd Dusk 122nd year of Ascendancy at 08:52 see stats
By Bane the Cornac Cursed level 38
33rd Pyre 126th year of Ascendancy at 04:51 see stats
By Bane the Cornac Cursed level 35
5th Pyre 126th year of Ascendancy at 02:30 see stats
By Bane the Cornac Cursed level 48
43rd Pyre 127th year of Ascendancy at 17:20 see stats
By Bane the Cornac Cursed level 50
68th Dusk 127th year of Ascendancy at 12:56 see stats
By Bane the Cornac Cursed level 18
42nd Regrowth 123rd year of Ascendancy at 15:32 see stats
By Bane the Cornac Cursed level 24
26th Pyre 125th year of Ascendancy at 09:48 see stats
By Bane the Cornac Cursed level 50
55th Dusk 127th year of Ascendancy at 21:06 see stats
By Bane the Cornac Cursed level 29
8th Haze 125th year of Ascendancy at 11:45 see stats
By Bane the Cornac Cursed level 41
75th Pyre 126th year of Ascendancy at 04:05 see stats
By Bane the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 15:15 see stats
By Bane the Cornac Cursed level 20
44th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Bane the Cornac Cursed level 30
19th Haze 125th year of Ascendancy at 01:25 see stats
By Bane the Cornac Cursed level 40
74th Pyre 126th year of Ascendancy at 23:58 see stats
By Bane the Cornac Cursed level 50
3rd Mirth 127th year of Ascendancy at 14:47 see stats
By Bane the Cornac Cursed level 45
13rd Regrowth 127th year of Ascendancy at 00:58 see stats
By Bane the Cornac Cursed level 50
3rd Dusk 127th year of Ascendancy at 03:51 see stats
By Bane the Cornac Cursed level 50
63rd Dusk 127th year of Ascendancy at 13:36 see stats
By Bane the Cornac Cursed level 50
15th Dusk 127th year of Ascendancy at 22:39 see stats
By Bane the Cornac Cursed level 31
44th Haze 125th year of Ascendancy at 21:27 see stats
By Bane the Cornac Cursed level 45
53rd Regrowth 127th year of Ascendancy at 00:54 see stats
By Bane the Cornac Cursed level 29
7th Haze 125th year of Ascendancy at 07:39 see stats
By Bane the Cornac Cursed level 36
11st Pyre 126th year of Ascendancy at 21:11 see stats
By Bane the Cornac Cursed level 50
68th Dusk 127th year of Ascendancy at 12:55 see stats
By Bane the Cornac Cursed level 12
29th Dusk 122nd year of Ascendancy at 17:52 see stats
By Bane the Cornac Cursed level 50
55th Dusk 127th year of Ascendancy at 04:53 see stats
By Bane the Cornac Cursed level 50
68th Dusk 127th year of Ascendancy at 12:56 see stats
By Bane the Cornac Cursed level 47
42nd Pyre 127th year of Ascendancy at 15:59 see stats
By Bane the Cornac Cursed level 14
60th Dusk 122nd year of Ascendancy at 23:23 see stats
By Bane the Cornac Cursed level 41
2nd Dusk 126th year of Ascendancy at 22:45 see stats
By Bane the Cornac Cursed level 18
73rd Haze 122nd year of Ascendancy at 06:42 see stats
By Bane the Cornac Cursed level 31
44th Haze 125th year of Ascendancy at 21:27 see stats
By Bane the Cornac Cursed level 19
44th Regrowth 123rd year of Ascendancy at 20:03 see stats
By Bane the Cornac Cursed level 33
77th Regrowth 126th year of Ascendancy at 07:50 see stats
Log
Today is the 25th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:03.
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Today is the 26th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:10.
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Today is the 27th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:28.
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You don't see how to get there...
Today is the 28th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:35.
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Today is the 29th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
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Today is the 30th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
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Today is the 31st Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
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Today is the 32nd Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:13.
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Today is the 33rd Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 34th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:51.
Today is the 35th Haze of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:58.