Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Better Remaining Effect Turn Display 1.7.4display remaining time of all effects with graphical timer like 'wild speed'. Inferno Race Pack 1.7.0Adds a collection of my races. Items Vault 1.7.6Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Female |
Race | Zilquish |
Class | Adventurer |
Level / Exp | 62 / 51% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 400 (base 68) |
Dexterity | 349 (base 68) |
Constitution | 206 (base 68) |
Magic | 299 (base 68) |
Willpower | 272 (base 68) |
Cunning | 314 (base 68) |
Resources
Mana | 1601/1601 |
Life | 11416/9077 |
Paradox | 320 |
Hate | 96/100 |
Equilibrium | 15 |
Vim | 194/194 |
Steam | 0/100 |
Positive | 153/153 |
Stamina | 863/863 |
Psi | 368/368 |
Healing Factor | 2.1614493023176 |
Regeneration | 408.29747480118 |
Speed
Mental | +31.121889292038% |
Attack | +31.121889292038% |
Movement | +60.113442430342% |
Spell | +25.360679774998% |
Global | +162.973398267% |
Vision
Sight | 14 |
Lite | 17 |
Infravision | 9 |
See Stealth | 223.90601490016 |
See Invisible | 223.90601490016 |
Offense: Mainhand
Damage | 430 |
Accuracy | 142 |
Crit Chance | 182% |
APR | 145 |
Speed | 0.76 |
Offense: Spell
Spellpower | 209 |
Crit Chance | 100% |
Speed | 0.79769829087944 |
Offense: Mind
Mindpower | 180 |
Crit Chance | 100% |
Speed | 0.76264916971473 |
Offense: Damage Bonus
Acid | +30% |
Blight | +52% |
Arcane | +14% |
Mind | +9% |
All | -6% |
Cold | +73% |
Lightning | +15% |
Light | +113% |
Temporal | +9% |
Darkness | +15% |
Physical | +23% |
Fire | +124% |
Nature | +34% |
Offense: Damage Penetration
Acid | +155% |
Blight | +203% |
Arcane | +123% |
Mind | +123% |
All | +103% |
Cold | +164% |
Lightning | +142% |
Light | +227% |
Temporal | +110% |
Darkness | +169% |
Physical | +142% |
Fire | +156% |
Nature | +155% |
Defense: Base
Armour (hardiness) | 168.32354637716 (100%) |
Defense | 189 |
Ranged Defense | 189 |
Fatigue | 0 |
Physical Save | 122 |
Spell Save | 136 |
Mental Save | 141 |
Defense: Resistances
Acid | + 84%(160%) |
Blight | +100%(160%) |
Arcane | + 84%(160%) |
Mind | + 72%(160%) |
All | + 65%(160%) |
Cold | +100%(160%) |
Lightning | + 69%(160%) |
Light | +100%(160%) |
Temporal | + 77%(160%) |
Darkness | + 82%(160%) |
Physical | + 85%(160%) |
Fire | + 86%(160%) |
Nature | + 92%(160%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 90% |
Blind Resistance | 100% |
Silence Resistance | 68% |
Bleed Resistance | 25% |
Disarm Resistance | 26% |
Pinning Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Celestial / Sun | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Corruption / Plague | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Psionic / Psi-fighting | 1.50 |
| 2/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Sunlight | 1.60 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.60 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Spell / Mystic Birthright | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Circles | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.40 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Energy alchemy | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Steamtech / Dread | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Chitin | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Technique / Combat veteran | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Irradiate | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Corruption / Sickly Radiance | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Cursed / Bloodstained | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Psionic / Absorption | 1.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Cursed / Gloom | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Earthen power | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Technique / Magical combat | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Phantasm | 1.20 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Corruption / Rot | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Corruption / Vile life | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Sunwalker | 1.20 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Technique / Thuggery | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Zilquish | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Bloodruned | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Duergar | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Undead / Lightspawn | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 2.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Undead / Rainbow drinker | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Unseeled | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Race / Hoardling | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Legacied | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Reborn | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Returned | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Dragonborn | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 6/5 |
| 3/5 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Weaver anatomy | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Corruption / Sickness | 1.00 |
| 6/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / The Lotus Blossoms | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Psionic / Ravenous mind | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Steamtech / Blacksmith | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Necrosis | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Golem / Effigy | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 6/5 |
| 0/5 |
Race / Lunar | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Celestial / Chants | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Eclipsed | 1.20 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Undead / Ghoul | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.20 |
| 5/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Infestation |
talent | Weapon of Light |
talent | Living Lightning |
talent | Kinetic Aura |
talent | Arcane Feed |
talent | Trained Reactions |
talent | Bone Shield |
talent | Aether Permeation |
talent | Dirge of Famine |
talent | Gloom |
talent | Mechanical Arms |
talent | Dark Ritual |
talent | Charged Shield |
talent | Stone Vines |
talent | Dismal Aura |
talent | Searing Sight |
talent | Beyond the Flesh |
talent | Shadow Combat |
talent | Terrible Glory |
talent | Stream of Life |
talent | Thermal Shield |
talent | Blood Bath |
talent | Purge Weakness |
talent | Weapon of Wrath |
talent | Stress Response |
talent | Augmentation |
talent | Ruin |
talent | Phantasmal Shield |
talent | Second Life |
talent | Pace Yourself |
talent | Daunting Presence |
talent | Touch of Clotho |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 6%). Shroud of Weakness |
beneficial effect | Countering melee attacks: Has a 92% chance to get an automatic counter attack when avoiding a melee attack. (4.6 counters remaining) Counter Attacking |
beneficial effect | The target's spellpower has been increased by 192. Spellsurge |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is caught in a web and is leaking 0.89 equilibrium. Leaking 0.89 equilibrium |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 111 mind and 117 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 206 Mind damage, and deal 218 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | Infinite Dungeon Challenge (Level 22): Exterminator Challenge |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 410 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (410)Turns left: 377 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 15): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (278)Turns left: 194 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 332 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (332)Turns left: 294 You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorFoes left: 28 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (182)Turns left: 148 You completed the challenge and received: +1 Category Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Light source | brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On hands | Vorothra the hardened leather gloves (0 def, 2 armour) Vorothra the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Critical power +5.00% Spellpower +15 (+1 eff.) On-Hit 7 light 6 fire Damage +5% light +4% fire Accuracy +6 (+1 eff.) defense ------ Armor +2 Resistance +8% light +6% fire Physical save +5 (+1 eff.) Mind save +7 (+1 eff.) Disarm Resist +26% other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +5 fire On Hit: 10% Perfect Control level 3 On Hit: 10% Fire Breath level 3 On Hit: 20% Searing Light level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | Eternity's Counter Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | Pierce Pierce 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +133 Mag +130 Wil +136 Cun offense ------ Spellpower/crit +64 Ignore resists +61% all Accuracy +93 (+11 eff.) Ignore Armor +72 Crafted by: Gloom Haven Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 55.12 cold and 39.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Corpathus (Corpses) (40-56 power, 12 apr) Corpathus (Corpses) (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +8.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +4.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 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. |
Absorbed Mindstar | Great Caller (Nightmares) (10-11 power, 18 apr, nature damage) Great Caller (Nightmares) (10-11 power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 70% Wil, 50% Con, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+1 eff.) Damage +8% fire +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. Curse of Nightmares This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Main armor | Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | kruk cloak of the voidstalker (Nightmares) (0 def, 0 armour) kruk cloak of the voidstalker (Nightmares) (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane While equipped: defense ------ Resistance +10% darkness +10% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A stylish kruk-style cloak, to look awesome. |
Around neck | Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+0 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: 13 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 944 (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. |
Inventory
healing infusion (heal 43; cd 15) healing infusion (heal 43; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 68; cd 10) healing infusion (heal 68; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 407%; cd 17) movement infusion (speed 407%; cd 17)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 407% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 493%; cd 14) movement infusion (speed 493%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 15 cd) regeneration infusion (heal 60; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 10) wild infusion (res 16%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 119; dur 4; cd 20) biting gale rune (damage 119; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 119.35 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 14%; move 37%; dur 5; cd 16) ethereal rune (power 7; resist 14%; move 37%; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 37% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+0 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
enraging gold amulet enraging gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
wanderer's stralite amulet of constitution (+5) wanderer's stralite amulet of constitution (+5)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.17 Celestial / Dusk's Aura) warrior's stralite amulet of mastery (0.17 Celestial / Dusk's Aura)0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +9% physical other ------- Stamina/turn +0.30 Masteries +0.17 Celestial/Dusk's Aura Amulets make your neck look great! |
Morningfear Morningfear0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Mindpower +5 (+0 eff.) Damage +12% nature +3% light Ignore resists +5% light defense ------ Resistance +24% nature other ------- Psi when Hit +0.08 Max hate +4.00 Rings make your fingers look great! |
steel ring of misery steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 5 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 71 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 71 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
mule's gold ring of pilfering mule's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+1 eff.) Ignore Armor +12 defense ------ Defense +11 (+1 eff.) Fatigue -4% other ------- Encumbrance +20 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 9 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! |
conjurer's stralite ring of pilfering conjurer's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +8 (+0 eff.) Accuracy +9 (+1 eff.) Ignore Armor +10 defense ------ Defense +8 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 9 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! |
earthen elm starstaff of fate (Corpses) (10-12 power, 2 apr, physical element) earthen elm starstaff of fate (Corpses) (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+0 eff.) Damage +10% physical defense ------ Armor +3 Hardiness +2% Physical save +8 (+1 eff.) Spell save +7 (+1 eff.) Mind save +6 (+1 eff.) other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (Madness) (10-12 power, 2 apr, lightning element) elm magestaff (Madness) (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Penitence (Madness) (15-18 power, 4 apr, nature element) Penitence (Madness) (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+1 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+2 eff.) other ------- Talents +1 Command Staff Curse of Madness Cure up to 7 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash vilestaff of wizardry (Madness) (15-18 power, 3 apr, blight element) ash vilestaff of wizardry (Madness) (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +10 (+1 eff.) Damage +15% blight other ------- Max mana +37.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (Shrouds) (64-77 power, 10 apr, physical element) Bolbum's Big Knocker (Shrouds) (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 40% Wil, 190% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+1 eff.) Damage +20% physical Accuracy +7 (+1 eff.) other ------- Masteries +0.20 Spell/Staff combat Curse of Shrouds Channel Staff: Effective talent level: 3.5 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
cruel elven-wood starstaff of invocation (Nightmares) (25-30 power, 5 apr, darkness element) cruel elven-wood starstaff of invocation (Nightmares) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +14.00% Spellpower +18 (+1 eff.) Spellpower/crit +6 Damage +25% darkness other ------- Talents +1 Command Staff Curse of Nightmares Conjure elemental energy in a radius 8 cone, dealing 244.94 to 293.93 darkness damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of might (Corpses) (25-30 power, 5 apr, lightning element) earthen elven-wood magestaff of might (Corpses) (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +12 (+1 eff.) Damage +25% lightning defense ------ Armor +6 Hardiness +3% Physical save +2 (+0 eff.) other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of invocation (Misfortune) (25-30 power, 5 apr, fire element) earthen elven-wood vilestaff of invocation (Misfortune) (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +18 (+1 eff.) Spellpower/crit +7 Damage +25% fire defense ------ Armor +2 Hardiness +6% Physical save +4 (+0 eff.) other ------- Talents +1 Command Staff Curse of Misfortune Conjure elemental energy in a radius 8 cone, dealing 244.94 to 293.93 fire damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of invocation (Nightmares) (25-30 power, 5 apr, fire element) earthen elven-wood vilestaff of invocation (Nightmares) (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +18 (+1 eff.) Spellpower/crit +5 Damage +25% fire defense ------ Armor +6 Hardiness +5% Physical save +4 (+0 eff.) other ------- Talents +1 Command Staff Curse of Nightmares Conjure elemental energy in a radius 8 cone, dealing 244.94 to 293.93 fire damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (Corpses) (25-30 power, 5 apr, fire element) elven-wood magestaff (Corpses) (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+1 eff.) Damage +25% fire other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff of protection (Corpses) (25-30 power, 5 apr, darkness element) ethereal elven-wood starstaff of protection (Corpses) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +18 (+1 eff.) Damage +25% darkness Ignore Shields +10% defense ------ Defense +12 (+1 eff.) Resistance +12% darkness Shield Power +5% other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff of greater warding (Misfortune) (25-30 power, 5 apr, darkness element) lifebinding elven-wood vilestaff of greater warding (Misfortune) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +4% Spellpower +16 (+1 eff.) Damage +25% darkness defense ------ Armor +9 Defense +8 (+1 eff.) Life Regen +0.60 Healmod +11% other ------- Wards +3 darkness Talents +2 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff of channeling (Madness) (29-35 power, 5 apr, acid element) potent elven-wood vilestaff of channeling (Madness) (29-35 power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 29.0 - 34.8 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +29 (+2 eff.) Damage +29% acid other ------- Mana/turn +0.22 Talents +1 Command Staff Curse of Madness Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff of might (Corpses) (25-30 power, 5 apr, arcane element) surging elven-wood magestaff of might (Corpses) (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +12 (+1 eff.) Spellpower/crit +2 Damage +25% arcane other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of fate (Shrouds) (25-30 power, 5 apr, darkness element) surging elven-wood starstaff of fate (Shrouds) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 40% Wil, 130% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +12 (+1 eff.) Spellpower/crit +6 Damage +25% darkness defense ------ Physical save +10 (+1 eff.) Spell save +7 (+1 eff.) Mind save +9 (+1 eff.) other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
elemental steel battleaxe of vileness (Corpses) (22-32 power, 2 apr) elemental steel battleaxe of vileness (Corpses) (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 62 * Create an explosion dealing 247 lightning damage (1/turn) While equipped: offense ------ Damage +14% lightning Ignore resists +12% lightning Curse of Corpses Massive two-handed battleaxes. |
dwarven-steel battleaxe of crippling (Corpses) (32-48 power, 2 apr) dwarven-steel battleaxe of crippling (Corpses) (32-48 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 32.0 - 48.0 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Curse of Corpses Massive two-handed battleaxes. |
Eksatin's Ultimatum (Madness) (63-94 power, 25 apr) Eksatin's Ultimatum (Madness) (63-94 power, 25 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 118% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% Curse of Madness This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
arcing stralite battleaxe of daylight (Shrouds) (42-63 power, 3 apr) arcing stralite battleaxe of daylight (Shrouds) (42-63 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Arcane Weapon Damage 42.0 - 63.0 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +7 light Damage Against +20% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 247 damage Curse of Shrouds Massive two-handed battleaxes. |
balanced stralite battleaxe of massacre (Misfortune) (60-89 power, 3 apr) balanced stralite battleaxe of massacre (Misfortune) (60-89 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Master Weapon Damage 59.5 - 89.2 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+1 eff.) defense ------ Defense +12 (+1 eff.) Disarm Resist +36% Curse of Misfortune Massive two-handed battleaxes. |
Tirakai's Maul (Corpses) (32-42 power, 6 apr) Tirakai's Maul (Corpses) (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 112% Wil, 60% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Curse of Corpses Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
dwarven-steel greatmaul 'Xeravena' (Misfortune) (44-66 power, 2 apr) dwarven-steel greatmaul 'Xeravena' (Misfortune) (44-66 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 44.0 - 66.0 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Ignore Shields +10% On Hit: * Create an explosion dealing 247 fire damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 247 damage While equipped: offense ------ Critical power +10.00% Damage +7% fire Ignore resists +23% fire +12% physical Accuracy +9 (+1 eff.) Ignore Armor +14 When Hit 8 blight other ------- Max mana +20.00 Curse of Misfortune Massive two-handed mauls. |
thought-forged stralite greatmaul of vileness (Madness) (56-84 power, 3 apr) thought-forged stralite greatmaul of vileness (Madness) (56-84 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego] Arcane/Psionic Weapon Damage 56.0 - 84.0 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 blight +16 mind On Hit: * 16% chance to reduce all saves and defense by 71 * 14% chance to reduce strength, dexterity, and constitution by 62 While equipped: Stats +6 Cun +7 Wil Curse of Madness Massive two-handed mauls. |
truestriking stralite greatmaul (Madness) (54-81 power, 3 apr) truestriking stralite greatmaul (Madness) (54-81 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 54.0 - 81.0 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +16 (+2 eff.) Ignore Armor +12 Curse of Madness Massive two-handed mauls. |
truestriking stralite greatmaul of corruption (Shrouds) (58-86 power, 3 apr) truestriking stralite greatmaul of corruption (Shrouds) (58-86 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego++] Arcane/Master Weapon Damage 57.5 - 86.2 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Curse of Death level 4 While equipped: offense ------ Ignore resists +13% physical Accuracy +24 (+3 eff.) Ignore Armor +9 Curse of Shrouds Massive two-handed mauls. |
Spectral Blade (Shrouds) (26-42 power, 25 apr) Spectral Blade (Shrouds) (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 112% Wil, 60% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+0 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This sword appears weightless, and nearly invisible. |
stralite greatsword of crippling (Shrouds) (48-78 power, 3 apr) stralite greatsword of crippling (Shrouds) (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 48.5 - 77.6 Physical Uses 112% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Curse of Shrouds Massive two-handed swords. |
Poltergeist's River's Fury (Nightmares) (23-32 power, 8 apr) Poltergeist's River's Fury (Nightmares) (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 112% Wil, 50% Con Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Spellpower +10 (+1 eff.) Move Speed +10% Damage +2% all +10% cold Accuracy +10 (+1 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Curse of Nightmares Tidal Wave: Effective talent level: 2.5 Power cost 80 out of 80/80. Range melee/personal Cooldown: 9 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 7, doing 142.18 cold damage and 101.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
arcing dwarven-steel longsword (Madness) (23-32 power, 4 apr) arcing dwarven-steel longsword (Madness) (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 247 damage Curse of Madness Sharp, long, and deadly. |
truestriking steel mace of enduring (Shrouds) (13-18 power, 3 apr) truestriking steel mace of enduring (Shrouds) (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego++] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Con +6 Wil offense ------ Ignore resists +6% physical Accuracy +9 (+1 eff.) Ignore Armor +7 defense ------ Life +10.00 Curse of Shrouds Blunt and deadly. |
manaburning dwarven-steel mace (Shrouds) (28-39 power, 4 apr) manaburning dwarven-steel mace (Shrouds) (28-39 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Disrupt Weapon Damage 28.0 - 39.2 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 10 arcane resource burn Curse of Shrouds Blunt and deadly. |
arcing stralite mace of daylight (Corpses) (35-49 power, 5 apr) arcing stralite mace of daylight (Corpses) (35-49 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Arcane Weapon Damage 35.0 - 49.0 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 light Damage Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 247 damage Curse of Corpses Blunt and deadly. |
chilling stralite mace of daylight (Misfortune) (38-54 power, 5 apr) chilling stralite mace of daylight (Misfortune) (38-54 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Arcane Weapon Damage 38.5 - 53.9 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +10 light +11 cold Damage Against +11% Undead Curse of Misfortune Blunt and deadly. |
Storm's kiss the dwarven-steel waraxe (Madness) (20-28 power, 4 apr) Storm's kiss the dwarven-steel waraxe (Madness) (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 20.0 - 28.0 Physical Uses 100% Wil, 50% Con Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +4 lightning On Hit: * 50% chance to put 1 talent on cooldown for 10 turns (checks Confusion immunity) While equipped: defense ------ Resistance +6% darkness +3% physical Cut Resist +10% Silence Resist +20% Curse of Madness One-handed war axes. |
hateful iron dagger of daylight (Shrouds) (10-12 power, 5 apr) hateful iron dagger of daylight (Shrouds) (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Psionic Weapon Damage 9.5 - 12.3 Physical Uses 40% Wil, 80% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 darkness +6 light Damage Against +5% Living +9% Undead Curse of Shrouds Sharp, short and deadly. |
Star (Corpses) (10-13 power, 0 apr) Star (Corpses) (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 40% Wil, 32% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Curse of Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
dwarven-steel dagger of massacre (Shrouds) (26-33 power, 7 apr) dwarven-steel dagger of massacre (Shrouds) (26-33 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 25.5 - 33.1 Physical Uses 40% Wil, 80% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Curse of Shrouds Sharp, short and deadly. |
dwarven-steel dagger of persecution (Misfortune) (14-18 power, 7 apr) dwarven-steel dagger of persecution (Misfortune) (14-18 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt Weapon Damage 14.0 - 18.2 Physical Uses 40% Wil, 80% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Damage Against +11% Unnatural While equipped: Stats +2 Wil Curse of Misfortune Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (Shrouds) (18-23 power, 7 apr) plaguebringer's dwarven-steel dagger (Shrouds) (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 18.0 - 23.4 Physical Uses 40% Wil, 80% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 62 While equipped: defense ------ Disease Resist +15% Curse of Shrouds Sharp, short and deadly. |
Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage) Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Corpses Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 645.49 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
dreamer's mossy mindstar of clarity (Nightmares) (2-2 power, 12 apr, mind damage) dreamer's mossy mindstar of clarity (Nightmares) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Resistance +8% mind Mind save +6 (+1 eff.) other ------- Psi/turn +0.50 Max psi +31.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing mossy mindstar of storms (Madness) (2-2 power, 12 apr, nature damage) honing mossy mindstar of storms (Madness) (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +1 Mag +3 Wil +3 Cun +1 Con offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit 4 lightning Damage +6% lightning +3% physical Ignore resists +4% lightning +2% physical defense ------ Resistance +4% lightning +3% physical other ------- Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Madness) (2-3 power, 12 apr, nature damage) mossy mindstar (Madness) (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Nature Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Nightmares) (2-3 power, 12 apr, mind damage) mossy mindstar (Nightmares) (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage) Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+1 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Madness Kinetic energies are focussed in the core of this mindstar. |
gifted vined mindstar of balance (Misfortune) (6-6 power, 18 apr, mind damage) gifted vined mindstar of balance (Misfortune) (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +6 (+0 eff.) defense ------ Physical save +3 (+0 eff.) Spell save +2 (+0 eff.) Mind save +3 (+0 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of sand (Madness) (5-6 power, 18 apr, mind damage) horrifying vined mindstar of sand (Madness) (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) On-Hit 4 physical 5 mind 3 darkness Damage +5% physical +3% mind +3% darkness Ignore resists +6% physical defense ------ Resistance +5% physical other ------- Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Psionic Fury (Misfortune) (12-13 power, 25 apr, mind damage) Psionic Fury (Misfortune) (12-13 power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 90% Wil, 50% Con, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+1 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Curse of Misfortune Release a wave of psionic power, dealing 586.22 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
yew longbow of piercing (Corpses) yew longbow of piercing (Corpses)4.0 Encumbrance T3 longbow 2H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +11% all Accuracy +12 (+1 eff.) Ignore Armor +8 Curse of Corpses Longbows are used to shoot arrows at your foes. |
caustic elven-wood longbow of dexterity (+5) (Shrouds) caustic elven-wood longbow of dexterity (+5) (Shrouds)4.0 Encumbrance T4 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-crit, radius 2 +12 acid +9 nature While equipped: Stats +5 Dex offense ------ Ignore resists +17% acid +9% physical +24% nature Ignore Armor +8 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
mighty hardened leather sling of cold (Shrouds) mighty hardened leather sling of cold (Shrouds)4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Con Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 cold While equipped: Stats +3 Str offense ------ Physical Power +6 (+1 eff.) Damage +10% cold Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
enhanced reinforced leather sling (Corpses) enhanced reinforced leather sling (Corpses)4.0 Encumbrance T4 sling 1H weapon [Ego+] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Con Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +6 Str +3 Dex +3 Mag +5 Wil +7 Cun +6 Con Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 70% Wil, 50% Con, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of persecution (18/18, 35-49 power, 7 apr) barbed quiver of ash arrows of persecution (18/18, 35-49 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Disrupt/Master Weapon Damage 35.0 - 49.0 Physical Uses 70% Wil, 50% Con, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 18 Damage Against +17% Unnatural +8% Unliving On Critical: * Wound the target dealing 707 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Blazevenom the quiver of yew arrows (17/17, 28-39 power, 10 apr) Blazevenom the quiver of yew arrows (17/17, 28-39 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 28.0 - 39.2 Physical Uses 70% Wil, 42% Cun, 50% Con Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-ranged-hit +8 lightning +12 mind On-Hit, radius 1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 71 On Critical: * Splash the target with acid dealing 412 damage over 5 turns and reducing armor and accuracy by 52 Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of amnesia (20/20, 53-74 power, 14 apr) barbed quiver of elven-wood arrows of amnesia (20/20, 53-74 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Master/Psionic Weapon Damage 53.0 - 74.2 Physical Uses 70% Wil, 50% Con, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +13.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 10 turns (checks Confusion immunity) On Critical: * Wound the target dealing 707 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elven-wood arrows of crippling (23/23, 46-64 power, 14 apr) self-loading quiver of elven-wood arrows of crippling (23/23, 46-64 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Master Weapon Damage 45.5 - 63.7 Physical Uses 70% Wil, 50% Con, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +10.5% Capacity 23 Auto Reload 3 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
high-capacity pouch of dwarven-steel shots of erosion (45/45, 34-40 power, 3 apr) high-capacity pouch of dwarven-steel shots of erosion (45/45, 34-40 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 33.5 - 40.2 Physical Uses 40% Wil, 50% Con, 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 45 On-ranged-hit +9 nature While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Bindings of Eternal Night (Nightmares) (12 def, 12 armour) Bindings of Eternal Night (Nightmares) (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+1 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Curse of Nightmares Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Silk Current (Corpses) (12 def, 0 armour) Silk Current (Corpses) (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+0 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+1 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
slimy woollen robe (Misfortune) (0 def, 0 armour) slimy woollen robe (Misfortune) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Disrupt While equipped: offense ------ When Hit: * 3% chance to slow global speed by 104% * 5 arcane resource burn defense ------ Resistance +9% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's rough leather armour of Eyal (Misfortune) (6 def, 2 armour) marauder's rough leather armour of Eyal (Misfortune) (6 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex defense ------ Armor +2 Defense +6 (+1 eff.) Fatigue +6% Physical save +8 (+1 eff.) Life +22.00 Life Regen +2.00 Healmod +11% Curse of Misfortune A suit of armour made of leather. |
rough leather armour (Madness) (3 def, 2 armour) rough leather armour (Madness) (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Curse of Madness A suit of armour made of leather. |
cleansing hardened leather armour of command (Madness) (16 def, 10 armour) cleansing hardened leather armour of command (Madness) (16 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun defense ------ Armor +10 Defense +16 (+2 eff.) Fatigue +8% Resistance +13% nature +11% blight Mind save +13 (+1 eff.) Curse of Madness A suit of armour made of leather. |
Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour) Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Curse of Shrouds Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
steel mail armour of command (Shrouds) (9 def, 11 armour) steel mail armour of command (Shrouds) (9 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +11 Defense +9 (+1 eff.) Fatigue +12% Mind save +12 (+1 eff.) Curse of Shrouds A suit of armour made of mail. |
impenetrable stralite mail armour of command (Nightmares) (14 def, 24 armour) impenetrable stralite mail armour of command (Nightmares) (14 def, 24 armour)14.0 Encumbrance T4 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun defense ------ Armor +24 Defense +14 (+2 eff.) Fatigue +12% Mind save +10 (+1 eff.) Curse of Nightmares A suit of armour made of mail. |
radiant stralite plate armour (Madness) (0 def, 13 armour) radiant stralite plate armour (Madness) (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +13 Fatigue +22% Resistance +14% blight +19% darkness other ------- Light +2 Curse of Madness A suit of armour made of metal plates. |
spiritwalker's rough leather belt spiritwalker's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.10 Max mana +20.00 A belt that goes around your waist. |
thick cashmere cloak of Eldoral (Nightmares) (2 def, 8 armour) thick cashmere cloak of Eldoral (Nightmares) (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +3 Dex defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +15% cold 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. |
linen cloak (Misfortune) (1 def, 0 armour) linen cloak (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour) blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore Armor +5 defense ------ Armor +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 7 Cooldown: 24 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. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour) dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Physical save +6 (+1 eff.) Spell save +5 (+1 eff.) Mind save +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour) pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.5 Power cost 15 out of 15/15. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of evasion (5 def, 4 armour) pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +4 Defense +5 (+1 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 151 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves of the starseeker (0 def, 3 armour) drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +1 Mag defense ------ Armor +3 Resistance +6% light +6% darkness other ------- Infravision +2 Unarmed combat: Weapon Damage 26.0 - 28.6 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-crit, radius 2 +10 light +27 darkness Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.5 Power cost 20 out of 20/20. Range 6 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 331.41 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar voratun gauntlets of strength (+3) (0 def, 3 armour) polar voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+1 eff.) On-Hit 13 cold Damage +7% cold defense ------ Armor +3 Fatigue +5% Resistance +6% cold Unarmed combat: Weapon Damage 32.5 - 45.5 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of strength (+3) (0 def, 3 armour) storm voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +11 (+1 eff.) On-Hit 11 lightning Damage +4% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour) mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+0 eff.) Damage +12% cold defense ------ Defense +2 (+0 eff.) Resistance +18% cold other ------- Psi/turn +0.16 A pointy cloth hat, very wizardly... |
bladed rough leather cap (0 def, 1 armour) bladed rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Skullcracker +2 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 5.4 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 331.6 Physical damage. If the attack hits, the target is confused (50% 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 cap made of leather. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
thaloren hardened leather cap of knowledge (0 def, 3 armour) thaloren hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +2 Cun +6 Wil offense ------ Mindpower +5 (+0 eff.) defense ------ Armor +3 Fatigue +3% Resistance +5% blight Mind save +7 (+1 eff.) A cap made of leather. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
scorching alchemist's lamp of clarity scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +7% fire Mind save +7 (+1 eff.) other ------- Light +4 See Stealth +9 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight 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. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +26.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Winterrune [power 200] (15 cooldown) Winterrune [power 200] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% cold When Hit 4 mind defense ------ Resistance +15% mind Blast the opponent's mind dealing 217 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 15:49 see stats
By light bringer the Zilquish Adventurer level 52
79th Pyre 122nd year of Ascendancy at 08:39 see stats
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 02:51 see stats
By light bringer the Zilquish Adventurer level 58
3rd Mirth 122nd year of Ascendancy at 14:21 see stats
By light bringer the Zilquish Adventurer level 10
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By light bringer the Zilquish Adventurer level 20
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By light bringer the Zilquish Adventurer level 30
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By light bringer the Zilquish Adventurer level 40
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By light bringer the Zilquish Adventurer level 50
74th Pyre 122nd year of Ascendancy at 12:13 see stats
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 20:51 see stats
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 02:03 see stats
By light bringer the Zilquish Adventurer level 52
77th Pyre 122nd year of Ascendancy at 06:06 see stats
By light bringer the Zilquish Adventurer level 58
4th Mirth 122nd year of Ascendancy at 02:34 see stats
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 20:51 see stats
By light bringer the Zilquish Adventurer level 62
4th Mirth 122nd year of Ascendancy at 23:05 see stats
By light bringer the Zilquish Adventurer level 52
1st Mirth 122nd year of Ascendancy at 11:18 see stats
Log
light bringer gains 143% of a turn from Ancestral Life.
light bringer receives 956 healing from Blood Splash.
Light bringer's spell attains critical power!
Light bringer's spell attains critical power!
Light bringer's spell attains critical power!
Light bringer roars triumphantly.
Light bringer's mind surges with critical power!
Light bringer is empowered by the suffering of others!
Light bringer's Living Lightning hits Manaworm for 1930 lightning damage.
light bringer receives 515 healing.
Blood Splash hits light bringer for 955 healing, 955 healing (0 total damage) [1910 healing].
light bringer gains 123% of a turn from Ancestral Life.
Light bringer's Living Lightning killed Manaworm!
light bringer receives 129 healing from Unnatural Body.
Talent Born into Magic is ready to use.
light bringer receives 129 healing from Unnatural Body.
Light bringer is no longer empowered.
Light bringer is no longer inspired.
light bringer receives 1 healing from Unnatural Body.
Light bringer is no longer encouraged by their lethality.
Light bringer no longer feels strong.
light bringer is no longer sustained by their light.
The glorious light around light bringer fades away and disappears.