










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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. Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! 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.
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 50 / 4114% |
Size | big |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 70th Dusk 124th year of Ascendancy at 16:07 / 1 |
Primary Stats
Strength | 188.27273363053 (base 60) |
Dexterity | 78.545467261063 (base 17) |
Constitution | 85.545467261063 (base 20) |
Magic | 29.272733630532 (base 7) |
Willpower | 121.54546726106 (base 60) |
Cunning | 119.54546726106 (base 60) |
Resources
Life | 1432/1567 |
Hate | 91/123 |
Stamina | 517/539 |
Healing Factor | 2.1341147280586 |
Regeneration | 0.53352868201464 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +33% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 11 |
See Invisible | 50.545467261063 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 271 |
Accuracy | 72 |
Crit Chance | 90% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 115 |
Crit Chance | 98% |
Speed | 1 |
Offense: Damage Bonus
Physical | +34% |
Lightning | +42% |
Nature | +28% |
Darkness | +33% |
Blight | +40% |
Arcane | +37% |
Mind | +31% |
All | +22% |
Offense: Damage Penetration
Acid | +47% |
Darkness | +52% |
Temporal | +42% |
Blight | +57% |
Physical | +60% |
Mind | +52% |
All | +32% |
Defense: Base
Armour (hardiness) | 54 (76.987013568881%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 44 |
Mental Save | 69 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 55%( 70%) |
Cold | + 67%( 70%) |
All | + 47%( 70%) |
Physical | + 74%( 74%) |
Lightning | + 69%( 70%) |
Light | + 61%( 70%) |
Temporal | + 61%( 70%) |
Mind | + 64%( 70%) |
Darkness | + 81%( 81%) |
Fire | + 67%( 70%) |
Nature | + 68%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Pinning Resistance | 0% |
Silence Resistance | 47% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 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 magical and physical 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 420 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1271 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 1380 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 Strength stat. |
Class Talents
Cursed / Gloom | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.50 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Stalk |
talent | Gloom |
talent | Daunting Presence |
talent | Savage Hunter |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)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 (+31% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 53% 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 | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 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 96 mind and 97 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 164 Mind damage, and deal 166 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% 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 21% for 3 turns. |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Salayata the skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Aerythra the orc archer. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Yvith the green ooze. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Gutira the master vampire. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4317. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs 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 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +6 (+1 eff.) Ignore resists +8% physical defense ------ Armor +13 Fatigue +4% Resistance +10% cold +14% fire +5% arcane +9% darkness Physical save +3 (+1 eff.) Silence Resist +47% Confus Resist +49% Stun Resist +63% Curse of Nightmares Blindside: Puts all charms on 25 turn cooldown Effective talent level: 5.9 Power cost 25 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 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. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Mind Crit +12% Mindpower +11 (+2 eff.) Damage +3% physical +9% mind +11% darkness Ignore resists +15% mind defense ------ Resistance +13% light +2% physical Affinity +5% darkness Physical save +13 (+3 eff.) Mind save +12 (+3 eff.) Healmod +23% other ------- Light +5 Infravision +5 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 5.5 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 186.32 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +7 Dex +6 Wil +2 Cun offense ------ Physical Power +12 (+2 eff.) Ignore resists +5% mind defense ------ Armor +10 Fatigue +5% Resistance +9% lightning +12% physical Crit Resistance 15.00% Physical save +15 (+4 eff.) other ------- Infravision +3 Curse of Nightmares Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2084.9 Physical damage. If the attack hits, the target is confused (43% effect) for 6 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. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +18.0% Mind Crit +20% Critical power +10.00% On-Hit 10 physical Damage +9% physical Accuracy +8 (+2 eff.) defense ------ Armor +13 Resistance +3% acid +3% cold +15% blight Physical save +9 (+2 eff.) Spell save +6 (+2 eff.) Mind save +9 (+2 eff.) Disarm Resist +50% Unarmed combat: Weapon Damage 32.5 - 35.8 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-Hit, radius 1 +12 physical On-crit, radius 2 +14 physical On Hit: 10% Sand Breath level 5 On Hit: 10% Perfect Control level 5 On Crit: 20% Cripple level 5 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +16 Str +7 Wil offense ------ Physical Crit +9.0% Mind Crit +13% When Hit 4 acid defense ------ Fatigue -7% Resistance +12% lightning +12% temporal +10% darkness +12% blight +10% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +12 Str +3 Mag +8 Cun +9 Con offense ------ Physical Power +25 (+5 eff.) Mindpower +13 (+2 eff.) On-Hit 29 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 54 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 54 other ------- Hate-on-crit +3.00 Max hate +13.00 See Invisibility +24 Can be unequipped or rerolled. Curse of Corpses Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +2 Wil +7 Cun +25 Con offense ------ Move Speed +18% On-Hit 24 physical Accuracy +24 (+6 eff.) On-Hit (Melee): * 17% chance to reduce all saves and defense by 54 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 54 defense ------ Defense +33 (+8 eff.) Resistance +6% lightning +10% cold +25% nature +10% darkness Crit Resistance 23.00% Physical save +6 (+1 eff.) Mind save +12 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +10.00 Light +3 Curse of Nightmares Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +4 Str +12 Dex +4 Mag +4 Wil +12 Cun +4 Con offense ------ Physical Power +12 (+2 eff.) Move Speed +15% Damage +9% all When Hit 34 darkness defense ------ Damage Avoidance +8% Affinity +20% lightning Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 53.0 - 74.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Physical Crit +11.0% Critical power +20.00% Ignore resists +20% darkness +12% all Accuracy +17 (+4 eff.) Ignore Armor +27 When Hit 4 darkness defense ------ Armor +8 Curse of Shrouds Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% Curse of Corpses A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 69.0 - 82.8 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +10.0% Block +227 On-hit +26 physical On-Hit, radius 1 +4 physical While equipped: Stats +13 Str +13 Dex +4 Wil offense ------ Ignore resists +20% physical Accuracy +6 (+2 eff.) Ignore Armor +1 On shield block: * Cause enemies within radius 6 to bleed for 331 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +20% physical Windwall +96 Slow Projectiles +39% other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+3 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+4 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 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. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Hate-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% 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 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 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 24% for 2 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 39% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 55% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 58% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 7 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 634 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +14 Dex +6 Cun +6 Con offense ------ Move Speed +10% defense ------ Defense +5 (+1 eff.) Fatigue -6% Unlife -80.00 life Life Regen +3.00 Disease Resist +20% Cut Resist +20% Silence Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (141). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ When Hit 8 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 54 defense ------ Armor +7 Defense +11 (+3 eff.) Resistance +6% acid +15% blight Max Resistance +6% all Physical save +18 (+4 eff.) Mind save +12 (+3 eff.) Unlife -80.00 life Poison Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +8% darkness Ignore resists +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con defense ------ Resistance +12% cold +9% fire +12% darkness +5% arcane Physical save +17 (+4 eff.) Life +60.00 Life Regen +9.00 Blind Resist +30% other ------- Infravision +9 Sight +2 See Invisibility +12 Masteries +0.34 Cursed/Gloom Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil defense ------ Resistance +20% temporal Max Resistance +5% temporal Time Stop: Effective talent level: 2.5 Power cost 50 out of 80/80. Range melee/personal Cooldown: 37 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+4 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 533.17 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex +1 Wil +9 Cun +10 Con offense ------ Critical power +20.00% Accuracy +10 (+3 eff.) Ignore Armor +20 defense ------ Resistance +6% light +9% temporal Physical save +20 (+5 eff.) Life +74.00 Life Regen +10.00 other ------- Infravision +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Mag +5 Con offense ------ On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +30% fire +30% cold Physical save +12 (+3 eff.) Life +78.00 Life Regen +11.00 other ------- Infravision +3 Masteries +0.34 Cursed/Fears Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +9 Dex +8 Wil offense ------ When Hit 4 cold 4 fire defense ------ Resistance +17% temporal +6% cold Pinning Resist +31% Knockbk Resist +29% other ------- Masteries +0.40 Cursed/Rampage +0.40 Cursed/Endless hunt Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +9 Con +6 Wil offense ------ Mindpower +15 (+2 eff.) defense ------ Mind save +15 (+4 eff.) Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +20.00% defense ------ Resistance +29% light +23% darkness Blind Resist +50% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Critical power +20.00% Damage +7% darkness +8% physical Accuracy +9 (+2 eff.) Ignore Armor +20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str +9 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% acid +9% blight +21% fire +5% arcane +24% cold Physical save +15 (+4 eff.) Life +63.00 Life Regen +9.00 Healmod +26% Cut Resist +70% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 595 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +18.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: Stats +8 Dex +8 Cun +8 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Masteries +0.40 Cursed/Fears Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Cooldown Shadowstep -1 Curse of Misfortune Shadowstep: Effective talent level: 3.5 Power cost 50 out of 4/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. Curse of Shrouds "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Dex offense ------ Physical Crit +4.0% Ignore resists +25% physical On-Hit (Melee): * 20% chance to slow global speed by 85% defense ------ Defense +44 (+11 eff.) Resistance +12% lightning Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! Curse of Corpses 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +6% arcane +21% lightning Life Regen +7.00 Stun Resist +44% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Mag offense ------ Move Speed +19% Accuracy +9 (+2 eff.) defense ------ Defense +11 (+3 eff.) Curse of Nightmares Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +7 Con offense ------ Damage +18% mind +27% physical When Hit 12 physical defense ------ Resistance +7% physical +18% mind +12% light other ------- Light +4 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ On-Hit 15 temporal Damage +10% physical defense ------ Resistance +15% temporal other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Curse of Nightmares Attempt to inflict 112.72 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Physical Power +15 (+3 eff.) Mindpower +33 (+5 eff.) Damage +8% all Ignore resists +20% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 54 defense ------ Resistance +6% mind +6% acid Blind Resist +46% other ------- Infravision +6 See Stealth +20 See Invisibility +25 Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Cooldown Rush -6 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 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) Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +10 Dex offense ------ Accuracy +20 (+5 eff.) On-Hit (Melee): * 23% chance to slow global speed by 85% defense ------ Armor +14 Resistance +12% light Cut Resist +23% Silence Resist +23% Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +6 Mag +8 Wil offense ------ When Hit 10 nature 6 physical defense ------ Resistance +6% light Mind save +9 (+2 eff.) Disarm Resist +20% Stun Resist +21% Teleport Resist +21% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Con defense ------ Spell save +15 (+5 eff.) Silence Resist +31% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +9 (+1 eff.) defense ------ Resistance +18% acid +19% fire +30% lightning +26% cold Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag offense ------ On-Hit 26 light defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ When Hit 10 acid defense ------ Resistance +58% light +12% fire Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +7 Mag offense ------ Physical Power +33 (+7 eff.) Mindpower +29 (+5 eff.) Damage +7% all defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Wil offense ------ Ignore Shields +35% Accuracy +16 (+4 eff.) Ignore Armor +14 defense ------ Defense +17 (+4 eff.) Resistance +34% acid +18% cold Life +100.00 Life Regen +20.00 Healmod +20% Curse of Misfortune Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 Encumbrance T5 ring jewelry [Normal] Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Defense +10 (+3 eff.) Curse of Nightmares Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Mag offense ------ Accuracy +13 (+3 eff.) Ignore Armor +10 defense ------ Defense +15 (+4 eff.) Spell save +16 (+6 eff.) Curse of Nightmares Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +10 Mag defense ------ Resistance +21% acid +29% fire +30% lightning +30% cold Spell save +20 (+7 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil other ------- Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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." |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master Weapon Damage 79.0 - 126.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +17.0% Physical Power +19 (+4 eff.) Accuracy +19 (+5 eff.) Ignore Armor +2 defense ------ Defense +19 (+5 eff.) Resistance +2% physical Disarm Resist +32% Curse of Corpses Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 86.5 - 138.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +17 Str +19 Dex +19 Mag +13 Wil +17 Cun +17 Con offense ------ Ignore resists +21% all Accuracy +35 (+8 eff.) Ignore Armor +21 On-Hit (Melee): * 27% chance to reduce damage dealt by 43% defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +3% temporal +9% fire +3% light +3% mind Life +100.00 Curse of Corpses Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: defense ------ Cut Resist -25% Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 49.0 - 68.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 temporal On-crit, radius 2 +33 lightning +45 cold On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Wil +3 Con offense ------ Physical Crit +10.0% Physical Power +15 (+3 eff.) Move Speed +46% defense ------ Crit Resistance 15.00% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+5 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Madness Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 41.5 - 58.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: Stats +2 Wil offense ------ Ignore resists +13% physical Accuracy +24 (+6 eff.) Ignore Armor +12 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 43.0 - 60.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +14 nature On-crit, radius 2 +51 fire While equipped: Stats +2 Mag offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Global Speed +9% Ignore resists +15% physical Accuracy +16 (+4 eff.) Ignore Armor +11 defense ------ Resistance +9% fire Physical save +9 (+2 eff.) Curse of Madness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 44.0 - 61.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +19 light +26 cold Damage Against +23% Undead While equipped: offense ------ Accuracy +13 (+3 eff.) On-Hit (Melee): * 26% chance to slow global speed by 85% defense ------ Defense +15 (+4 eff.) Resistance +3% nature +6% physical Disarm Resist +68% Knockbk Resist +10% other ------- Light +2 Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 44.0 - 61.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 nature +13 darkness Damage Against +16% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex offense ------ Physical Crit +13.0% On-Hit (Melee): * 10% chance to slow global speed by 85% * 10 arcane resource burn defense ------ Crit Resistance 15.15% other ------- Light +1 Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 63.0 - 88.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Str offense ------ Damage +9% physical Ignore resists +25% physical Accuracy +29 (+7 eff.) defense ------ Defense +10 (+3 eff.) Disarm Resist +36% Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 43.0 - 60.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +4 lightning +4 mind On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Damage +9% mind Ignore resists +12% all Accuracy +23 (+6 eff.) Ignore Armor +14 defense ------ Defense +9 (+2 eff.) Disarm Resist +42% Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Psionic Weapon Damage 43.5 - 60.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +18 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +2 Str +3 Wil +3 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 85% * 21% chance to reduce armor by 32% defense ------ Resistance +9% lightning +3% cold Curse of Madness Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 45.0 - 63.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +17 nature Damage Against +29% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +8 Str offense ------ Damage +9% mind +10% physical Accuracy +25 (+6 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 54 defense ------ Resistance +3% mind Curse of Madness Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 45.5 - 63.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Damage +12% darkness Ignore resists +15% physical Accuracy +25 (+6 eff.) Ignore Armor +15 defense ------ Resistance +9% cold +15% fire Curse of Misfortune Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 45.5 - 63.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid +45 nature While equipped: offense ------ Critical power +10.00% Ignore resists +15% all Accuracy +40 (+9 eff.) Ignore Armor +26 defense ------ Defense +11 (+3 eff.) Spell save +21 (+7 eff.) Mind save +6 (+1 eff.) Disarm Resist +50% other ------- Max hate +8.00 Curse of Shrouds Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Curse of Misfortune 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 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 44.5 - 62.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +25 mind On-crit, radius 2 +45 lightning +40 cold On Hit: * 34% chance to reduce all saves and defense by 54 While equipped: Stats +7 Cun +7 Wil offense ------ Move Speed +50% Ignore resists +13% physical Accuracy +19 (+5 eff.) Ignore Armor +12 When Hit 2 lightning 8 fire defense ------ Resistance +5% arcane Curse of Nightmares Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +12 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Con +13 Wil offense ------ Physical Crit +12.0% Accuracy +15 (+4 eff.) When Hit 4 fire defense ------ Defense +13 (+3 eff.) Life +75.00 Disarm Resist +29% Curse of Misfortune One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +25 mind +8 physical On-crit, radius 2 +34 acid +39 nature On Hit: * 35% chance to reduce all saves and defense by 54 On Critical: * Deals 165 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +2 Str +7 Wil +6 Cun +1 Con offense ------ Damage +9% physical Ignore Armor +12 defense ------ Defense +35 (+9 eff.) Resistance +6% darkness Curse of Corpses One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 darkness Damage Against +20% Living On-Hit, radius 1 +8 arcane On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str offense ------ Physical Crit +15.0% Physical Power +14 (+3 eff.) Damage +12% physical Accuracy +19 (+5 eff.) defense ------ Resistance +9% light +3% lightning Crit Resistance 10.00% Unlife -60.00 life Life Regen +2.00 Curse of Shrouds One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 darkness Damage Against +19% Living On-Hit, radius 1 +8 darkness +4 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Physical Crit +14.0% Critical power +35.00% Ignore Armor +15 When Hit 2 fire On-Hit (Melee): * 21% chance to reduce damage dealt by 43% defense ------ Resistance +18% darkness Curse of Corpses One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 darkness +19 mind On Hit: * 10% chance to reduce damage dealt by 43% * 16% chance to reduce all saves and defense by 54 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun +5 Wil offense ------ Physical Crit +10.0% Physical Power +10 (+2 eff.) defense ------ Resistance +3% fire +15% nature +6% light Curse of Nightmares One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 50.5 - 70.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 54 * Create an explosion dealing 71 lightning damage (1/turn) While equipped: Stats +8 Str offense ------ Mind Crit +1% Damage +13% physical Accuracy +25 (+6 eff.) When Hit 6 mind defense ------ Mind save +12 (+3 eff.) Curse of Misfortune One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+9 eff.) Ignore Armor +30 Curse of Madness This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +12 temporal While equipped: Stats +11 Mag +8 Wil +6 Con offense ------ Physical Power +15 (+3 eff.) Ignore resists +13% physical Accuracy +13 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +15 (+4 eff.) Disarm Resist +83% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Corpses One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 53.0 - 74.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +18 fire On Hit: * 21% chance to reduce all saves and defense by 54 * Create an explosion dealing 71 acid damage (1/turn) While equipped: offense ------ Damage +21% mind When Hit 4 mind Curse of Nightmares One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +7.0% Attack Speed 100% Ignore Shields +49% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Wil offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +11 (+3 eff.) Disarm Resist +50% Curse of Misfortune One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On-Hit, radius 1 +12 fire On-crit, radius 2 +8 mind +12 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str offense ------ Physical Crit +11.0% Mind Crit +2% Mindpower +5 (+1 eff.) Damage +6% mind +15% physical Ignore resists +10% mind Accuracy +21 (+5 eff.) defense ------ Resistance +6% fire Curse of Corpses One-handed war axes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Master Weapon Damage 45.0 - 58.5 Physical Uses 40% Wil, 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Dex offense ------ Damage +10% physical defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc Curse of Nightmares During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Shrouds This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+3 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. Curse of Shrouds This gigantic shield has a stone eye embedded in it. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt When used to Attack: Weapon Damage 52.0 - 62.4 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +240 Damage Conversion 30% nature 10% manaburn arcane While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+5 eff.) Ranged Defense +12 (+3 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+8 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Curse of Misfortune Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master/Psionic When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +206 On-hit +20 light +20 darkness On-crit, radius 2 +4 nature +8 light While equipped: Stats +10 Cun +9 Mag offense ------ Damage +18% darkness On-Hit (Melee): * 21% chance to slow global speed by 85% * 15% chance to reduce all saves and defense by 54 When Hit: * 31% chance to reduce all saves and defense by 54 defense ------ Armor +10 Fatigue +8% Resistance +30% lightning +17% darkness +5% arcane +28% light other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +15% mind Ignore resists +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Light +3 Talents +1 Block Curse of Shrouds Send out a range 7 beam, lighting its path and dealing 97.95 to 122.44 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 40% Wil, 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+3 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Curse of Nightmares Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+3 eff.) Ranged Defense +15 (+4 eff.) Fatigue +28% Resistance +2% all other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Misfortune "With this, no one will ever harm you again." |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Master When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +182 On-hit +8 fire While equipped: Stats +4 Str +5 Dex offense ------ Accuracy +24 (+6 eff.) defense ------ Armor +10 Fatigue +8% Resistance +27% lightning +30% fire other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Psionic When used to Attack: Weapon Damage 70.5 - 84.6 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +199 On-hit +23 physical On-crit, radius 2 +4 temporal On Hit: * 26% chance to reduce armor by 32% While equipped: Stats +4 Wil +3 Cun +2 Con offense ------ On-Hit 9 acid 21 lightning When Hit 12 acid 9 lightning defense ------ Armor +10 Fatigue +8% Resistance +19% physical Windwall +54 Slow Projectiles +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +9 Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Weapon Damage 62.5 - 75.0 Physical Uses 40% Wil, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +214 On-hit +19 lightning +21 mind +16 arcane On Hit: * 30% chance to reduce armor by 32% While equipped: Stats +11 Str +17 Dex offense ------ On-Hit 10 acid Damage +6% mind Accuracy +17 (+4 eff.) When Hit 28 lightning 4 temporal 13 acid defense ------ Armor +10 Fatigue +8% Resistance +18% lightning +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +13 Mag +5 Wil +1 Con offense ------ Critical power +20.00% Damage +25% darkness +26% physical Ignore resists +13% physical defense ------ Resistance +40% darkness +15% all Silence Resist +35% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +6 Str +7 Mag +6 Wil +3 Cun offense ------ Damage +19% physical Ignore resists +10% mind When Hit: * 7% chance to slow global speed by 85% * 10 arcane resource burn defense ------ Resistance +11% lightning +11% cold +27% nature +15% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +8 Mag +8 Wil +8 Cun offense ------ Critical power +17.00% Damage +12% mind +25% physical Ignore resists +20% mind When Hit 2 fire On-Hit (Melee): * 22% chance to reduce all saves and defense by 54 defense ------ Resistance +14% lightning +6% blight +14% cold +42% fire +15% all other ------- Hate-on-crit +5.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun offense ------ Critical power +18.00% Damage +34% mind defense ------ Resistance +13% blight +9% lightning +34% mind +15% all Life +86.00 Life Regen +2.60 Healmod +26% other ------- Hate-on-crit +5.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+2 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+7 eff.) Curse of Corpses 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 Encumbrance T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +6 Wil +8 Cun +6 Con offense ------ Physical Crit +3.0% Ignore Armor +2 defense ------ Armor +12 Defense +20 (+5 eff.) Fatigue +8% Resistance +12% acid +13% cold +30% lightning Mind save +25 (+6 eff.) Unlife -40.00 life other ------- Breathe water Curse of Corpses A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +19% blight +23% acid +15% light +43% darkness other ------- Light +1 Curse of Misfortune A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+1 eff.) Against +21% Summoned On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% nature +3% fire Resist Against +20% Summoned Physical save +3 (+1 eff.) Life Regen +1.00 Healmod +13% Poison Resist +20% Disease Resist +20% Stun Resist +20% Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Curse of Shrouds Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag defense ------ Fatigue -10% Resistance +12% lightning +5% arcane Mind save +14 (+3 eff.) other ------- Encumbrance +34 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Mindpower +18 (+3 eff.) When Hit 10 mind On-Hit (Melee): * 21% chance to reduce all saves and defense by 54 defense ------ Resistance +20% acid +10% fire +8% lightning +9% cold Physical save +15 (+4 eff.) Mind save +10 (+2 eff.) other ------- Light +3 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +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 Nightmares A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil offense ------ Mindpower +10 (+2 eff.) Damage +9% mind Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 54 defense ------ Armor +15 Physical save +15 (+4 eff.) Mind save +14 (+3 eff.) Life +90.00 Curse of Madness Create a temporary shield that absorbs 347 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +2 Con offense ------ Physical Crit +3.0% Critical power +22.00% Physical Power +3 (+1 eff.) Damage +12% mind Accuracy +11 (+3 eff.) Ignore Armor +11 When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 54 defense ------ Defense +2 (+1 eff.) Fatigue -5% Resistance +6% light Spell save +5 (+2 eff.) Stealth +10 other ------- Masteries +0.20 Technique/Combat training 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 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Curse of Corpses Evasion: (Instant) Effective talent level: 3.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +5 Wil +3 Con defense ------ Armor +2 Defense +17 (+4 eff.) Physical save +9 (+2 eff.) Spell save +8 (+3 eff.) Mind save +10 (+2 eff.) Unlife -50.00 life 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 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 131 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 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial Curse of Misfortune This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+7 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination Curse of Misfortune See the Threads: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Nightmares 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. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +4 Mag +8 Wil +14 Cun +3 Con offense ------ Mind Crit +7% Damage +9% mind When Hit 4 cold defense ------ Defense +3 (+1 eff.) Resistance +6% mind 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 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mind Crit +8% Damage +20% darkness Ignore resists +20% darkness defense ------ Armor +13 Defense +3 (+1 eff.) Resistance +30% cold +23% darkness +15% temporal Spell save +6 (+2 eff.) Stealth +10 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 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 85% defense ------ Defense +18 (+5 eff.) Resistance +6% darkness +12% fire Physical save +14 (+3 eff.) Life +106.00 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 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Madness "It's a treacherous road to the top of the world." |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Curse of Madness Telekinetic Leap: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Ignore resists +13% physical On-Hit (Melee): * 10% chance to slow global speed by 85% defense ------ Armor +20 Resistance +6% blight +6% fire +9% darkness +3% cold Spell save +15 (+5 eff.) other ------- Infravision +5 Curse of Corpses A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +7 Cun +4 Con +15 Lck defense ------ Armor +5 Resistance +9% darkness Physical save +12 (+3 eff.) Stealth +15 Life Regen +11.00 Healmod +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Nightmares Disengage: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 193% 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. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +3 Cun +4 Con offense ------ Critical power +20.00% Mindpower +10 (+2 eff.) defense ------ Armor +5 Fatigue -10% Resistance +5% arcane +3% blight Physical save +9 (+2 eff.) other ------- Encumbrance +50 Hate-on-crit +1.00 Curse of Shrouds Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 7 Cooldown: 27 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 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Ignore resists +19% darkness Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +12 Resistance +6% blight +30% temporal +27% darkness +9% nature Out-of-Phase Defense +23 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% other ------- Infravision +3 Curse of Madness A pair of boots made of leather. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Nightmares 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. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 85% defense ------ Armor +5 Fatigue +4% Resistance +9% nature +6% fire Curse of Misfortune Blink to a nearby random location (rad 47) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Cun +11 Con offense ------ Damage +9% physical When Hit 2 light 4 darkness On-Hit (Melee): * 21% chance to reduce damage dealt by 43% defense ------ Armor +5 Fatigue +4% Resistance +14% lightning +15% temporal +15% light Physical save +21 (+5 eff.) Mind save +22 (+5 eff.) other ------- Light +3 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 Encumbrance T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Mag +10 Wil +5 Cun +5 Con offense ------ Mindpower +7 (+1 eff.) Ignore resists +9% physical defense ------ Armor +5 Fatigue +4% Resistance +9% blight Physical save +10 (+2 eff.) Spell save +12 (+4 eff.) Mind save +15 (+4 eff.) Silence Resist +48% Confus Resist +50% Stun Resist +37% Curse of Shrouds Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.2 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 50% (at 0 Hate) to 167% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 50 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 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +11 Wil +6 Cun +6 Con offense ------ Mindpower +9 (+1 eff.) Ignore resists +20% mind +10% physical When Hit 6 mind defense ------ Armor +5 Defense +12 (+3 eff.) Fatigue +4% Resistance +12% acid +12% cold Physical save +15 (+4 eff.) Spell save +13 (+5 eff.) Mind save +15 (+4 eff.) Curse of Corpses Blindside: Puts all charms on 25 turn cooldown Effective talent level: 5.9 Power cost 25 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 9 nature Ignore resists +20% physical defense ------ Armor +2 Resistance +9% nature Disease Resist +20% Disarm Resist +10% Confus Resist +20% Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath level 3 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +10 Dex +12 Cun offense ------ On-Hit 11 fire Damage +9% physical Accuracy +8 (+2 eff.) Ignore Armor +11 defense ------ Armor +5 Fatigue +5% Resistance +5% arcane +15% cold +6% nature +9% fire Physical save +8 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +16 Ignore Armor +22 Critical Rate +21.0% Attack Speed 83% On-crit, radius 2 +10 fire On Hit: 15% Perfect Strike level 5 On Hit: 10% Set Up level 5 On Hit: 10% Fire Breath level 5 Curse of Corpses Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil offense ------ Mind Crit +12% Mindpower +10 (+2 eff.) defense ------ Armor +5 Defense +4 (+1 eff.) Spell save +10 (+4 eff.) Life +80.00 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +17 silence On Hit: 10% Mana Clash level 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Wil, 40% Str, 40% Cun 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Curse of Shrouds Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 10% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Curse of Shrouds Earthquake: Effective talent level: 5.5 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 63.20 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 10% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Curse of Madness Obliterating Smash: Effective talent level: 4.5 Power cost 25 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +3 Str offense ------ Damage +11% darkness +6% physical Ignore Armor +4 defense ------ Defense +23 (+6 eff.) Resistance +15% lightning +9% acid Curse of Shrouds Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +15 Cun +15 Wil offense ------ Mind Crit +7% Mindpower +14 (+2 eff.) When Hit 4 mind defense ------ Defense +3 (+1 eff.) Resistance +14% fire +14% cold Mind save +30 (+7 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Curse of Madness Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.2 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 526 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.4 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +8 Wil offense ------ Mind Crit +11% Mindpower +9 (+1 eff.) Damage +18% darkness +13% physical When Hit 6 acid On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +22% lightning +18% physical +26% darkness +6% temporal +3% light +9% acid Mind save +27 (+7 eff.) other ------- Max hate +13.00 Curse of Corpses Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 6.6 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 651 Mind damage and spreads amongst your foes, dealing damage and feeding you 6.1 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 39% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Wil +8 Cun +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Defense +3 (+1 eff.) Resistance +18% temporal Physical save +10 (+2 eff.) Mind save +13 (+3 eff.) other ------- See Invisibility +15 Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +4 Wil +4 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +17% mind +6% darkness Crit Resistance 10.00% Physical save +9 (+2 eff.) Mind save +14 (+3 eff.) Confus Resist +39% Curse of Shrouds A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning Curse of Madness This jeweled crown shimmers with colors. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Wil +9 Con defense ------ Armor +5 Fatigue +5% Resistance +13% blight +6% cold +15% nature Spell save +8 (+3 eff.) Mind save +13 (+3 eff.) Life +110.00 Healmod +35% Disease Resist +23% other ------- Infravision +3 Curse of Corpses A cap made of leather. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Infravision +5 Curse of Shrouds 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 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +10 Cun +10 Con offense ------ Mind Crit +3% Mindpower +20 (+3 eff.) Ignore resists +10% mind Ignore Armor +7 When Hit 8 mind defense ------ Armor +5 Fatigue +5% Resistance +15% blight +12% darkness Spell save +12 (+4 eff.) Mind save +18 (+4 eff.) Curse of Madness Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Physical Crit +1.0% Critical power +5.00% Physical Power +5 (+1 eff.) defense ------ Armor +10 Fatigue +5% Resistance +14% acid +12% cold +14% lightning +15% fire Physical save +18 (+4 eff.) Unlife -20.00 life other ------- Infravision +4 Breathe water Curse of Misfortune A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Curse of Corpses Indomitable: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Curse of Nightmares Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. Curse of Corpses "For the demon who has everything." |
![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Madness Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +18 Dex +2 Cun +1 Con offense ------ Physical Power +20 (+4 eff.) Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +24% acid +6% blight +15% fire +15% cold +14% lightning Spell save +9 (+3 eff.) Curse of Misfortune Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2084.9 Physical damage. If the attack hits, the target is confused (43% effect) for 6 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 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +3 Dex offense ------ Mind Crit +4% Damage +9% mind Ignore Armor +6 defense ------ Armor +13 Defense +7 (+2 eff.) Fatigue +5% Resistance +13% acid +12% lightning +13% cold +13% fire +4% all Physical save +15 (+4 eff.) Mind save +6 (+1 eff.) other ------- Light +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% cold +15% fire +15% lightning Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Telepathy Dragon Curse of Corpses Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +10 Str +7 Con offense ------ Physical Power +10 (+2 eff.) When Hit 6 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 54 defense ------ Armor +5 Fatigue +5% Resistance +12% fire +12% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +10 Dex +4 Wil offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +12% acid +9% physical +9% light +15% fire +15% cold +5% arcane +14% lightning Physical save +13 (+3 eff.) other ------- Light +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical 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 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +9% Mindpower +12 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Resistance +5% arcane +12% cold Mind save +12 (+3 eff.) Life +159.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con defense ------ Resistance +20% blight Max Resistance +10% blight Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) other ------- Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +35 (+7 eff.) Ignore resists +15% all +5% physical Ignore Armor +18 When Hit 30 fire On-Hit (Melee): * 20% chance to slow global speed by 85% defense ------ Armor +4 Resistance +1% physical +5% fire Mind save +15 (+4 eff.) other ------- Light +7 See Stealth +25 See Invisibility +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +12 Wil offense ------ Physical Crit +6.0% Critical power +30.00% Physical Power +10 (+2 eff.) Ignore resists +15% all Ignore Shields +39% Accuracy +15 (+4 eff.) Ignore Armor +17 defense ------ Armor +4 other ------- Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 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 4, doing 29.13 cold damage and 32.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Mindpower +15 (+2 eff.) defense ------ Resistance +30% mind +8% physical Life +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 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str offense ------ Ignore resists +14% physical defense ------ Fatigue -6% Resistance +12% nature other ------- Max hate +8.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 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 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 79% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 285/400 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 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- 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 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- 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 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 21% chance to reduce armor by 32% defense ------ Resistance +15% lightning +5% physical +12% darkness Spell save +6 (+2 eff.) Disease Resist +21% Create a radius 3 storm for 5 turns. Each turn, creatures within take 123 lightning damage and will be dazed for 1 turn (616 total damage) Puts all charms on 15 turn cooldown 100% to gain a 31% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag Create a radius 3 storm for 5 turns. Each turn, creatures within take 109 lightning damage and will be dazed for 1 turn (548 total damage) Puts all charms on 15 turn cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Damage +12% darkness When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 157.71 temporal and 171.93 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Elric the Thalore Cursed level 39
29th Pyre 123rd year of Ascendancy at 17:38 see stats
By Elric the Thalore Cursed level 50
1st Mirth 124th year of Ascendancy at 20:22 see stats
By Elric the Thalore Cursed level 38
27th Pyre 123rd year of Ascendancy at 09:18 see stats
By Elric the Thalore Cursed level 50
70th Regrowth 124th year of Ascendancy at 01:29 see stats
By Elric the Thalore Cursed level 44
78th Dusk 123rd year of Ascendancy at 16:14 see stats
By Elric the Thalore Cursed level 50
67th Regrowth 124th year of Ascendancy at 08:26 see stats
By Elric the Thalore Cursed level 43
7th Mirth 123rd year of Ascendancy at 04:40 see stats
By Elric the Thalore Cursed level 34
19th Pyre 123rd year of Ascendancy at 02:27 see stats
By Elric the Thalore Cursed level 50
28th Regrowth 124th year of Ascendancy at 07:18 see stats
By Elric the Thalore Cursed level 7
3rd Mirth 122nd year of Ascendancy at 18:44 see stats
By Elric the Thalore Cursed level 50
74th Regrowth 124th year of Ascendancy at 22:59 see stats
By Elric the Thalore Cursed level 42
3rd Mirth 123rd year of Ascendancy at 06:03 see stats
By Elric the Thalore Cursed level 50
60th Regrowth 124th year of Ascendancy at 09:31 see stats
By Elric the Thalore Cursed level 50
56th Dusk 124th year of Ascendancy at 20:10 see stats
By Elric the Thalore Cursed level 32
16th Pyre 123rd year of Ascendancy at 22:37 see stats
By Elric the Thalore Cursed level 50
36th Dusk 124th year of Ascendancy at 06:45 see stats
By Elric the Thalore Cursed level 23
50th Haze 122nd year of Ascendancy at 07:19 see stats
By Elric the Thalore Cursed level 28
30th Regrowth 123rd year of Ascendancy at 04:52 see stats
By Elric the Thalore Cursed level 24
59th Haze 122nd year of Ascendancy at 20:00 see stats
By Elric the Thalore Cursed level 50
6th Flare 124th year of Ascendancy at 10:12 see stats
By Elric the Thalore Cursed level 50
75th Regrowth 124th year of Ascendancy at 05:39 see stats
By Elric the Thalore Cursed level 50
27th Pyre 124th year of Ascendancy at 07:05 see stats
By Elric the Thalore Cursed level 50
55th Dusk 124th year of Ascendancy at 17:33 see stats
By Elric the Thalore Cursed level 31
77th Regrowth 123rd year of Ascendancy at 07:40 see stats
By Elric the Thalore Cursed level 45
78th Dusk 123rd year of Ascendancy at 23:01 see stats
By Elric the Thalore Cursed level 50
58th Dusk 124th year of Ascendancy at 04:11 see stats
By Elric the Thalore Cursed level 10
1st Flare 122nd year of Ascendancy at 22:41 see stats
By Elric the Thalore Cursed level 20
17th Haze 122nd year of Ascendancy at 18:36 see stats
By Elric the Thalore Cursed level 30
43rd Regrowth 123rd year of Ascendancy at 11:56 see stats
By Elric the Thalore Cursed level 40
50th Pyre 123rd year of Ascendancy at 11:20 see stats
By Elric the Thalore Cursed level 50
8th Decay 123rd year of Ascendancy at 05:13 see stats
By Elric the Thalore Cursed level 50
55th Dusk 124th year of Ascendancy at 12:30 see stats
By Elric the Thalore Cursed level 30
45th Regrowth 123rd year of Ascendancy at 08:48 see stats
By Elric the Thalore Cursed level 50
30th Haze 124th year of Ascendancy at 19:03 see stats
By Elric the Thalore Cursed level 50
5th Flare 124th year of Ascendancy at 15:02 see stats
By Elric the Thalore Cursed level 22
29th Haze 122nd year of Ascendancy at 06:04 see stats
By Elric the Thalore Cursed level 50
62nd Pyre 124th year of Ascendancy at 06:04 see stats
By Elric the Thalore Cursed level 42
3rd Mirth 123rd year of Ascendancy at 02:43 see stats
By Elric the Thalore Cursed level 25
60th Haze 122nd year of Ascendancy at 16:42 see stats
By Elric the Thalore Cursed level 42
3rd Mirth 123rd year of Ascendancy at 09:27 see stats
By Elric the Thalore Cursed level 50
54th Dusk 124th year of Ascendancy at 08:21 see stats
By Elric the Thalore Cursed level 50
53rd Dusk 124th year of Ascendancy at 04:35 see stats
By Elric the Thalore Cursed level 50
36th Dusk 124th year of Ascendancy at 06:44 see stats
By Elric the Thalore Cursed level 7
1st Summertide 122nd year of Ascendancy at 11:18 see stats
By Elric the Thalore Cursed level 50
5th Flare 124th year of Ascendancy at 14:05 see stats
By Elric the Thalore Cursed level 50
36th Dusk 124th year of Ascendancy at 06:45 see stats
By Elric the Thalore Cursed level 50
24th Regrowth 124th year of Ascendancy at 13:06 see stats
By Elric the Thalore Cursed level 10
3rd Flare 122nd year of Ascendancy at 18:06 see stats
By Elric the Thalore Cursed level 40
72nd Pyre 123rd year of Ascendancy at 03:05 see stats
By Elric the Thalore Cursed level 47
51st Haze 123rd year of Ascendancy at 18:10 see stats
By Elric the Thalore Cursed level 23
50th Haze 122nd year of Ascendancy at 19:51 see stats
By Elric the Thalore Cursed level 17
58th Dusk 122nd year of Ascendancy at 15:09 see stats
By Elric the Thalore Cursed level 50
70th Dusk 124th year of Ascendancy at 16:07 see stats
By Elric the Thalore Cursed level 37
24th Pyre 123rd year of Ascendancy at 12:03 see stats
By Elric the Thalore Cursed level 50
5th Haze 124th year of Ascendancy at 02:32 see stats
Log
Today is the 30th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 22:11.
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Hotkey page 4 is now displayed.
Elric uses Defiling Touch.
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Elric wears (replacing stralite ring 'Brightscar' (Nightmares) =11=): Nightsong (Misfortune).
Elric wears (replacing Wheel of Fate =11=): Ring of Growth (Misfortune).
Elric wears (replacing Ring of Growth (Misfortune)): Wheel of Fate (Corpses) =11=.
Elric wears (replacing Nightsong (Misfortune)): stralite ring 'Brightscar' (Nightmares) =11=.