












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 25 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Gothra the Guard at level 25 on the 38th Haze 122nd year of Ascendancy at 23:30 / 1 |
Primary Stats
| Strength | 93 (base 55) |
| Dexterity | 26 (base 10) |
| Constitution | 25 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 91 (base 52) |
| Cunning | 43 (base 10) |
Resources
| Life | -228/713 |
| Hate | 100/100 |
| Healing Factor | 1.1524483492326 |
| Regeneration | 14.117492278099 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45.000000000004% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 29 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 29 |
| Crit Chance | 26% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Lightning | +5% |
| Nature | +6% |
| Fire | +17% |
| Cold | +38% |
| Arcane | +6% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Mind | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 28%( 70%) |
| Lightning | + 16%( 70%) |
| Nature | + 25%( 70%) |
| Cold | + 39%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 20%( 70%) |
| Fire | + 53%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 28% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 4 times. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (Misfortune) (1 def, 4 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 (+0 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 Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Aerimitha the Sleetbright1.0 T3 lite [Rare] Nature While equipped: Stats +7 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +21% mind Res.pen +5% mind +10% cold ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Durizor (Corpses) (10 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +3% fire +8% physical Phys.save +8 (+3 eff.) HP.reg +4.00 Blind- +20% Stun/Frz- +20% ---------- misc Equi/ret +0.04 Curse of Corpses A cap made of leather. |
| On hands | brawler's hardened leather gloves of strength (+5) (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +5 Str +4 Dex +2 Cun dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | Wildwisp the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +8 Wil +7 Cun +9 Con dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% nature +17% fire Res.pen +5% nature Melee Ret 6 nature ----- def ----- Resists +6% nature +34% fire Rings make your fingers look great! |
| On fingers | copper ring 'Glacierriver'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Die.at -60.00 life HP.reg +1.00 Heal.mod +5% Disease- +10% Silence- +10% Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 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. |
| In main hand | Floebolt (Nightmares) (130% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature Power 131% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 nature +15 cold While equipped: Stats +4 Str +5 Dex +3 Mag +6 Wil +7 Cun +6 Con dps ---------- Dmg.mod +6% arcane +15% cold ----- def ----- Resists +5% arcane Curse of Nightmares Blunt and deadly. |
| Around waist | Mighty Girdle (Madness)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Spellblaze Shard (Corpses) (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease Curse of Corpses This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Wintermistress the linen cloak (Madness) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane +6% cold Phys.save +6 (+2 eff.) Max.HP +80.00 HP.reg +4.00 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. |
| Main armor | stormwoven cashmere robe of the mountain (+6%) (Shrouds) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +16% physical +8% cold ----- def ----- Resists +6% lightning +5% cold +11% physical +11% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion (heal 54; cd 13)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 instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 143; cd 11)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 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -425; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 -425 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 850 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -655; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 5 turns. While Heroism is active, you will only die when reaching -655 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 1309 life, 10 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. |
movement infusion (speed 555%; cd 16)0.1 infusion scroll [Normal] 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 increase movement speed by 555% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 460%; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 678%; cd 9)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 678% 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. |
regeneration infusion (heal 354; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 477; 16 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 4; cd 12)0.1 infusion scroll [Normal] 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 magical effect and reduce all damage taken by 17% 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. |
wild infusion (res 15%; physical; dur 4; cd 16)0.1 infusion scroll [Normal] 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 15% 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. |
blink rune (range 4; phase 13; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 13; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 12; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 9; phase 27; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
ethereal rune (power 9; resist 10%; move 33%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 33% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 19; resist 15%; move 47%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 47% faster, and you are invisible (power 19). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 37; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 53; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 35; cd 13)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Windream'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Spell.crit +1% On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +12% lightning Stun/Frz- +21% ---------- misc Max.mana +40.00 Max.hate +4.00 Max.vim +10.00 Amulets make your neck look great! |
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
steel amulet 'Ebonywalker'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +6% darkness +6% acid Res.pen +10% darkness Melee Ret 8 lightning ----- def ----- Resists +6% lightning +8% physical +15% darkness ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Cyrelle the Fogwing0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +12% darkness Res.pen +15% darkness Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
Uladravon the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% nature ----- def ----- Resists +20% nature +3% physical Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
pixie's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Acc +7 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) 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! |
Olarath the Squaloredge0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% arcane +17% darkness Res.pen +10% nature Melee Ret 2 nature ----- def ----- Resists +12% arcane +22% darkness +6% nature Rings make your fingers look great! |
titan's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Phys.save +4 (+2 eff.) Rings make your fingers look great! |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 8 physical Ranged+ 7 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 40 On Hit (Ranged): * 12% chance to reduce all saves and defense by 40 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Earunik (Nightmares) (120% power, 4 apr, light element) =+11 mag=5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Mag +9 Wil +7 Cun dps ---------- Spell.crit +3% Spell.pwr +15 (+8 eff.) S.pwr/crit +8 Dmg.mod +20% light Phasing +13% ----- def ----- Armour +6 Hardiness +6% Defense +13 (+4 eff.) Resists +12% acid +3% cold Shield.pwr +7% Phys.save +2 (+1 eff.) Mind.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (Shrouds) (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +1.00 Heal.mod +14% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of persecution (Madness) (108% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Disrupt Power 108% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +3 Wil Curse of Madness Massive two-handed battleaxes. |
truestriking steel battleaxe of massacre (Madness) (132% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 133% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+5 eff.) Apr +10 Curse of Madness Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of erosion (Misfortune) (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Psionic Power 137% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 darkness +14 nature Against +12% Living Curse of Misfortune Massive two-handed battleaxes. |
Duathelmaster the steel greatmaul (Nightmares) (148% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 148% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +8 darkness While equipped: dps ---------- Dmg.mod +12% darkness Melee Ret 4 acid ----- def ----- Resists +6% light ---------- misc Light +3 Curse of Nightmares Massive two-handed mauls. |
arcing steel greatsword of paradox (Shrouds) (124% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 124% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: ----- def ----- Resists +12% temporal Curse of Shrouds Massive two-handed swords. |
balanced steel greatsword of dampening (Corpses) (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 127% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +13% acid +13% lightning +13% cold +12% fire +6% all Spell.save +10 (+5 eff.) Disarm- +39% Curse of Corpses Massive two-handed swords. |
arcing iron longsword of phasing (Nightmares) (103% power, 8 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +2.5% Atk.spd 100% Phasing +10% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Curse of Nightmares Sharp, long, and deadly. |
hateful iron longsword of erosion (Corpses) (100% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness +5 nature Against +5% Living Curse of Corpses Sharp, long, and deadly. |
acidic iron mace of massacre (Nightmares) (116% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 116% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Curse of Nightmares Blunt and deadly. |
Layyvea (Corpses) (141% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master Power 142% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Mind.save +3 (+1 eff.) Curse of Corpses Blunt and deadly. |
Mayavena the steel mace (Madness) (121% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Str +1 Dex dps ---------- Mind.crit +3% Mind.pwr +30 (+7 eff.) ---------- misc Max.psi +40.00 Curse of Madness Blunt and deadly. |
arcing steel mace of phasing (Corpses) (109% power, 11 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 109% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Curse of Corpses Blunt and deadly. |
iron waraxe 'Heatrip' (Nightmares) (100% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 100% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 cold While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% fire Res.pen +10% arcane ----- def ----- Crit.chn- 5.00% ---------- misc Light +1 Curse of Nightmares One-handed war axes. |
steel waraxe 'Skymistress' (Misfortune) (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 108% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +9% Unnatural On Hit.r1 +8 lightning On Hit: * 20% chance to slow global speed by 69% While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Resists +9% lightning +6% nature +5% arcane Spell.save +12 (+6 eff.) Curse of Misfortune One-handed war axes. |
steel waraxe of projection (Shrouds) (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Psionic Power 107% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Shrouds One-handed war axes. |
warbringer's steel waraxe of projection (Misfortune) (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Master/Psionic Power 107% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Curse of Misfortune One-handed war axes. |
Flamemire (Misfortune) (113% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 113% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% physical +6% mind +6% darkness Phys.save +18 (+6 eff.) Curse of Misfortune Sharp, short and deadly. |
balanced iron dagger of vileness (Misfortune) (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 100% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Curse of Misfortune Sharp, short and deadly. |
flaming iron dagger (Misfortune) (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 100% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Curse of Misfortune Sharp, short and deadly. |
Umbral Razor (Misfortune) (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 15% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Curse of Misfortune Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 63.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger of massacre (Misfortune) (121% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 122% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
Yarysin the Frozentooth (19/19, 144% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 145% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Proj.spd +200% Ranged+ +20 physical +8 light +20 cold While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Silk Current (Corpses) (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
Robe of Force (Madness) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 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 (+4 eff.) Curse of Madness Send out a range 5 beam of kinetic energy, dealing 55.37 to 69.21 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. |
mindwoven cashmere robe of power (Nightmares) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +12 (+6 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +9% all ----- def ----- Resists +11% all Mind.save +18 (+8 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of protection (Shrouds) (3 def, 2 armour)2.0 T5 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +15% all Phys.save +18 (+6 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balelathazor the rough leather armour (Shrouds) (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Die.at -20.00 life Max.HP +20.00 Curse of Shrouds A suit of armour made of leather. |
Spinal Cage (Shrouds) (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Curse of Shrouds Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 30.53 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
troll-hide cured leather armour (Madness) (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +32.00 HP.reg +3.00 Heal.mod +11% Curse of Madness A suit of armour made of leather. |
fearforged iron mail armour (Madness) (2 def, 4 armour) =+5 con=14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +18% Resists +6% fire -11% light +5% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Curse of Madness A suit of armour made of mail. |
iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
cleansing steel mail armour of resilience (Nightmares) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% nature +12% blight Max.HP +25.00 Curse of Nightmares A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (Madness) (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +14 (+5 eff.) Curse of Madness A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of lightning resistance (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% lightning HP.reg +4.70 ---------- misc Stam/turn +0.50 Curse of Madness A suit of armour made of mail. |
Dazzleveil (Misfortune) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% light ----- def ----- Armour +9 Fatigue +22% Resists +6% light HP.reg +4.00 ---------- misc Stam/turn +1.20 Hate/m.crit +3.00 Max.psi +20.00 Curse of Misfortune A suit of armour made of metal plates. |
Arinn the Searmight (Misfortune)1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +11% Crit.mult +15.00% Mind.pwr +20 (+5 eff.) Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Resists +6% cold Curse of Misfortune A belt that goes around your waist. |
blurring rough leather belt (Misfortune)1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +5 Curse of Misfortune A belt that goes around your waist. |
grounding rough leather belt (Corpses)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Curse of Corpses A belt that goes around your waist. |
grounding rough leather belt (Shrouds)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal Curse of Shrouds A belt that goes around your waist. |
rough leather belt 'Blizzardreeve' (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +6% blight +6% cold +3% light Max.HP +33.00 Curse of Corpses A belt that goes around your waist. |
Eleneyahad the linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) Acc +4 (+2 eff.) Apr +4 Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +10.00 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. |
Fearfire Mantle (Corpses) (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Corpses Black fires born of a blackened heart. |
cashmere cloak 'Ivunor' (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Mind.crit +2% Phys.pwr +3 (+0 eff.) Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Fatigue -4% ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 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. |
Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Hanygen the Chargeprophet (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Lck +5 Dex dps ---------- Phys.crit +4.0% Phys.pwr +11 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +3% temporal Res.pen +10% lightning +5% temporal Apr +4 ----- def ----- Armour +3 Resists +9% temporal Stealth +8 Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds A pair of boots made of leather. |
miner's pair of iron boots (Shrouds) (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Earogrim' (Madness) (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +6% temporal +15% fire Mind.save +6 (+3 eff.) Heal.mod +5% Poison- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% 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. |
rough leather gloves (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tempesthue the hardened leather gloves (Corpses) (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 8 physical Dmg.mod +12% lightning +5% physical +9% fire Res.pen +10% lightning Acc +7 (+4 eff.) Melee Ret 2 fire ----- def ----- Armour +9 Resists +6% lightning Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +3.00 Disarm- +23% ---------- misc Stam/turn +0.70 Max.stam +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barufast the iron gauntlets (Nightmares) (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +7 Fatigue +1% Blind- +10% Confus- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (Madness) (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of fire (+15%) (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire Phys.save +5 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
Isiba the rough leather cap (Misfortune) (15 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Str +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Die.at -60.00 life ---------- misc Stam/turn +3.00 Curse of Misfortune A cap made of leather. |
rough leather cap 'Aeruda' (Misfortune) (10 def, 1 armour) =+6 con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +6 Con dps ---------- Res.pen +10% acid ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Phys.save +6 (+2 eff.) 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 422.0 Physical damage. If the attack hits, the target is confused (33% 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. |
rough leather cap 'Ulfofang' (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +1% physical Spell.save +3 (+2 eff.) Curse of Shrouds A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
156 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(143 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scabglamour =+4 mag=1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +9 Wil dps ---------- Dmg.mod +5% mind Res.pen +10% nature On Hit (Melee): * 20% chance to reduce armor by 22% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 99.15 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered dwarven-steel torque of psionic shield [power 119] (38 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 155] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 360 Base Damage: 171 Armor: 7 All Resist: 5 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Poluletha the ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Apr +3 ----- def ----- Resists +12% acid +2% physical Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Judge Judy the Skeleton Cursed level 9
6th Dusk 122nd year of Ascendancy at 07:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Judge Judy the Skeleton Cursed level 22
54th Dusk 122nd year of Ascendancy at 16:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Judge Judy the Skeleton Cursed level 10
11st Dusk 122nd year of Ascendancy at 12:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Judge Judy the Skeleton Cursed level 20
39th Dusk 122nd year of Ascendancy at 22:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Judge Judy the Skeleton Cursed level 22
54th Dusk 122nd year of Ascendancy at 17:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Judge Judy the Skeleton Cursed level 25
38th Haze 122nd year of Ascendancy at 06:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Judge Judy the Skeleton Cursed level 10
11st Dusk 122nd year of Ascendancy at 12:49 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Judge Judy the Skeleton Cursed level 23
30th Haze 122nd year of Ascendancy at 11:49 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Judge Judy the Skeleton Cursed level 22
24th Haze 122nd year of Ascendancy at 18:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Judge Judy the Skeleton Cursed level 13
16th Dusk 122nd year of Ascendancy at 14:46 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Judge Judy the Skeleton Cursed level 22
24th Haze 122nd year of Ascendancy at 10:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Judge Judy the Skeleton Cursed level 21
45th Dusk 122nd year of Ascendancy at 01:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Judge Judy the Skeleton Cursed level 16
23rd Dusk 122nd year of Ascendancy at 09:49 see stats
Log
Gothra the Guard uses Blinding Speed.
Gothra the Guard speeds up.
Gothra the Guard uses Perfect Strike.
Gothra the Guard aims carefully.
Judge Judy uses Reckless Charge.
Judge Judy misses Gothra the Guard.
Gothra the Guard resists Judge Judy's 'Decrepitude Disease'!
Judge Judy knocks back Gothra the Guard!
Judge Judy misses Gothra the Guard.
Judge Judy steals life from Gothra the Guard!
Judge Judy hits Gothra the Guard for 38 physical, 20 blight, 17 fire, 131 physical, 14 nature, 24 cold (244 total damage).
Gothra the Guard uses Wrath of the Highborn.
Gothra the Guard radiates power.
Gothra the Guard uses Flurry.
Gothra the Guard performs a melee critical strike against Judge Judy!
Gothra the Guard performs a melee critical strike against Judge Judy!
Judge Judy begins rampaging!
Gothra the Guard performs a melee critical strike against Judge Judy!
Gothra the Guard performs a melee critical strike against Judge Judy!
Melee retaliation hits Gothra the Guard for 5 nature, 5 nature, 5 nature, 5 nature, 5 nature, 5 nature (32 total damage).
Gothra the Guard hits Judge Judy for 77 physical, 30 darkness, 58 physical, 30 darkness, 43 acid, (38 rampage shugs off), 109 physical, 30 darkness, 30 physical, 30 darkness, 152 physical, 30 darkness, 60 physical, 30 darkness (707 total damage).
Judge Judy has shrugged off 38 damage and is ready for more.
Mindrot hits Gothra the Guard for 8 mind, 6 darkness (14 total damage).
Gothra the Guard uses Heartseeker.
Gothra the Guard performs a melee critical strike against Judge Judy!
Gothra the Guard performs a melee critical strike against Judge Judy!
Melee retaliation hits Gothra the Guard for 5 nature, 5 nature (11 total damage).
Gothra the Guard hits Judge Judy for (38 rampage shugs off), 231 physical, 30 darkness (261 total damage).
Judge Judy the level 25 skeleton cursed was darkened to death by Gothra the Guard on level 4 of Old Forest.


































































































































