









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 43 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Slasul at level 29 on the 15th Pyre 123rd year of Ascendancy at 22:06 / 2Killed by Porissra the Neverdead at level 43 on the 60th Regrowth 124th year of Ascendancy at 06:19 |
Primary Stats
| Strength | 176 (base 60) |
| Dexterity | 72 (base 10) |
| Constitution | 68 (base 60) |
| Magic | 16 (base 10) |
| Willpower | 65 (base 48) |
| Cunning | 54 (base 13) |
Resources
| Life | -40/1476 |
| Mana | 483/626 |
| Hate | 100/100 |
| Healing Factor | 1.5281295749341 |
| Regeneration | 23.303976017745 |
Speed
| Mental | +9.7699626167014E-13% |
| Attack | +9.7699626167014E-13% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | -1.7763568394003E-15 |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 66 |
| Crit Chance | 48% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 66 |
| Crit Chance | 60% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 23% |
| Speed | 0.99999999999999 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +18% |
| Arcane | +28% |
| Mind | +34% |
| All | +10% |
| Darkness | +30% |
| Light | +27% |
| Temporal | +16% |
| Physical | +21% |
| Lightning | +25% |
| Fire | +45% |
| Nature | +40% |
Offense: Damage Penetration
| Physical | +20% |
| Darkness | +15% |
| Light | +25% |
| Nature | +29% |
| Fire | +15% |
| Arcane | +20% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68 (30%) |
| Defense | 45 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 29 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 30%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 50%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 77% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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: 12 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 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 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 516.12 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. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / Slaughter | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Polawyn the vampire. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 529. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
| On feet | Boots of the Hunter (Madness) (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Madness Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Turudragas1.0 Encumbrance T3 lite [Rare] Steamtech While equipped: Stats +2 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +20% arcane +20% physical Accuracy +20 (+5 eff.) When Hit 13 lightning defense ------ Resistance +6% lightning other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Deepsdash of the Blightspawn (Nightmares) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +19 Str +4 Wil -5 Cun offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +3% acid +8% physical +3% cold Physical save +8 (+3 eff.) Unlife -40.00 life Silence Resist +10% Teleport Resist +20% Curse of Nightmares Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1132.1 Physical damage. If the attack hits, the target is confused (42% 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. |
| On hands | drakeskin leather gloves of war-making (Shrouds) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +15.0% Spell Crit +11% Mind Crit +7% Critical power +11.00% defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun torque of psionic shield 'Stormpower' [power 149] (24/25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning +18% arcane +24% mind Ignore resists +15% cold When Hit 6 mind defense ------ Resistance +12% mind Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel quartz ring (Madness)0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +12 Str +6 Con offense ------ Physical Power +8 (+2 eff.) Damage +15% fire +6% temporal Ignore resists +4% nature When Hit 4 fire defense ------ Armor +12 Poison Resist +31% Stun Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Madness Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +9 Dex offense ------ On-Hit 32 poison On-Ranged-Hit 32 poison Damage +3% lightning Ignore resists +15% darkness When Hit 8 lightning defense ------ Resistance +18% lightning Life +77.00 Life Regen +15.00 Healmod +16% Cannot be unequipped or rerolled until level 45. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Eremagazilazor the Filthbender (Corpses)0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% light Ignore resists +15% light +25% nature On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Resistance +6% acid +23% temporal +9% nature Pinning Resist +43% Knockbk Resist +37% Curse of Corpses Amulets make your neck look great! |
| In main hand | Butcher (Shrouds) (48-67 power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Shrouds Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| Around waist | Emblem of Evasion (Nightmares)1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+6 eff.) Deflect Projectile +15% Slow Projectiles +30% Curse of Nightmares Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 4/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Mandible of Ungolmor (Misfortune) (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 30% Cun, 35% Str, 35% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death Curse of Misfortune This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Caminarihell (Madness) (13 def, 11 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +6 Dex offense ------ Physical Power +30 (+6 eff.) Damage +9% acid On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +11 Defense +13 (+4 eff.) Resistance +12% fire +20% cold other ------- Max stamina +30.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (Misfortune) (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+8 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+5 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Curse of Misfortune Blastwave: Effective talent level: 6.1 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 140.44 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
wild infusion (res 21%; magical; dur 4; cd 13)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 cure yourself of one random magical effect and reduce all damage taken by 21% 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. |
Prismatic Rune (6 turns; acid, physical, fire, mind, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 fire, 3 mind, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the psychic (absorb 85; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 566; dur 7; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 566 damage for 7 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 325; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 325 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 27; blocks 7; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 7 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 30; blocks 10; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 10 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 99; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Aruyon0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex offense ------ Ignore Armor +1 On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +5% nature +5% physical Spell save +3 (+2 eff.) Life +13.00 Life Regen +3.00 Amulets make your neck look great! |
Flashscar0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +21% blight Ignore resists +20% light +15% fire When Hit 4 fire other ------- Light +2 Masteries +0.18 Cursed/Cursed aura Amulets make your neck look great! |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +23% Knockbk Resist +21% Amulets make your neck look great! |
stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +25% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
wanderer's gold amulet of cunning (+5) (Corpses)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +8 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Curse of Corpses Amulets make your neck look great! |
wanderer's gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Blind Resist +17% other ------- Stamina/turn +0.60 Infravision +4 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Barefast the gold ring (Shrouds)0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Damage +12% arcane When Hit 10 arcane defense ------ Armor +4 other ------- Hate-on-crit +5.00 Curse of Shrouds Rings make your fingers look great! |
Void Orb (Madness)0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+5 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+5 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Curse of Madness Manathrust: Effective talent level: 5.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 137.98 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gold Windborne Azurite ring (Shrouds)0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +8 Dex +5 Wil +8 Cun offense ------ Move Speed +15% On-Hit 9 draining blight Damage +20% lightning Accuracy +5 (+1 eff.) When Hit 10 nature 14 mind On-Hit (Ranged): * 11% chance to cause random gloom defense ------ Defense +5 (+2 eff.) Fatigue -4% Resistance +2% physical Damage Avoidance +8% Affinity +20% lightning Physical save +11 (+4 eff.) Unlife -60.00 life other ------- Encumbrance +25 Light +2 Curse of Shrouds Rings make your fingers look great! |
pixie's voratun ring of light (+36%) (Shrouds)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +7 (+4 eff.) Damage +18% light defense ------ Resistance +36% light Curse of Shrouds Rings make your fingers look great! |
steel ring (Corpses)0.1 Encumbrance T2 ring jewelry [Normal] Curse of Corpses Rings make your fingers look great! |
steel ring of darkness (+24%) (Shrouds)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Curse of Shrouds Rings make your fingers look great! |
steel ring of pilfering (Madness)0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +10 defense ------ Defense +8 (+3 eff.) Curse of Madness Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% 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! |
steel turquoise ring (Corpses)0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Ignore resists +10% all Accuracy +10 (+2 eff.) defense ------ Resistance +6% nature +9% blight Poison Resist +15% Disease Resist +13% Curse of Corpses Rings make your fingers look great! |
voratun ring (Madness)0.1 Encumbrance T5 ring jewelry [Normal] Curse of Madness Rings make your fingers look great! |
wizard's stralite ring of luminosity (Corpses)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +11 Mag offense ------ On-Hit 21 light On-Ranged-Hit 28 light Damage +15% light defense ------ Spell save +12 (+6 eff.) Curse of Corpses Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (Corpses) (63-94 power, 25 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 130% Str 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 Corpses This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Chalodramas the Floesage (Nightmares) (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Weapon Damage 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Damage Against +8% Undead On-Hit, radius 1 +12 physical On Critical: * On a Crit, strike your target with a blast of Light dealing 192 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 48 for the duration. While equipped: offense ------ Critical power +13.00% Damage +3% physical +3% cold When Hit 8 physical defense ------ Resistance +3% cold Curse of Nightmares Sharp, short and deadly. |
Icy Kill (Misfortune) (35-45 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 Curse of Misfortune As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Layasewyn the steel dagger (Shrouds) (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living On-Hit, radius 1 +8 temporal While equipped: Stats +2 Cun +4 Str offense ------ Damage +3% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Infravision +2 Curse of Shrouds Sharp, short and deadly. |
Life Drinker (Corpses) (42-54 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+6 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Curse of Corpses Worm Rot: Effective talent level: 3.5 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 9.90 acid and 9.81 blight damage. If not cleared after five turns it will inflict 55.72 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Malagas the steel dagger (Corpses) (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +20 temporal While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Damage +3% acid +3% temporal defense ------ Armor +2 Defense +5 (+2 eff.) Curse of Corpses Sharp, short and deadly. |
Shantiz the Stormblade (Corpses) (15-19 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
quick stralite dagger of shearing (Shrouds) (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Ignore resists +8% all Accuracy +29 (+7 eff.) Ignore Armor +9 Curse of Shrouds Sharp, short and deadly. |
steel dagger 'Emytira' (Misfortune) (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness +4 mind Damage Against +7% Living On-crit, radius 2 +4 acid While equipped: offense ------ Mind Crit +2% Ignore resists +20% mind When Hit 2 mind other ------- Hate-on-crit +3.00 Curse of Misfortune Sharp, short and deadly. |
steel dagger 'Zanukor' (Misfortune) (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 temporal On-Hit, radius 1 +5 mind On-crit, radius 2 +8 blight On Critical: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 While equipped: offense ------ Ignore resists +6% mind defense ------ Resistance +6% blight Curse of Misfortune Sharp, short and deadly. |
stralite dagger (Shrouds) (31-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Normal] Weapon Damage 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Curse of Shrouds Sharp, short and deadly. |
truestriking stralite dagger of crippling (Nightmares) (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +9% physical Accuracy +12 (+3 eff.) Ignore Armor +8 Curse of Nightmares Sharp, short and deadly. |
warbringer's iron dagger of persecution (Misfortune) (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Disrupt/Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Damage Against +9% Unnatural While equipped: Stats +2 Wil +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Disarm Resist +15% Curse of Misfortune Sharp, short and deadly. |
warbringer's voratun dagger of rage (Corpses) (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +10 Str +4 Con offense ------ Physical Power +12 (+3 eff.) Damage +11% physical Ignore resists +13% physical Accuracy +16 (+4 eff.) defense ------ Disarm Resist +23% Curse of Corpses Sharp, short and deadly. |
Blighted Maul (Shrouds) (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 15 * Blasts creatures in a radius 1 shockwave around your target for 300.12 to 900.36 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Curse of Shrouds Knock away other creatures within radius 4), dealing 796.66 to 1593.32 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
enhanced dwarven-steel greatmaul of rage (Nightmares) (44-66 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +10 Str +7 Dex +7 Mag +9 Wil +12 Cun +7 Con offense ------ Damage +12% physical Accuracy +10 (+2 eff.) Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul 'Blindnoon' (Madness) (88-132 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 88.5 - 132.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +20 darkness +16 lightning On-Hit, radius 1 +20 lightning While equipped: offense ------ Damage +9% acid +9% darkness Ignore resists +25% darkness Curse of Madness Massive two-handed mauls. |
Aeretha the stralite greatsword (Corpses) (50-80 power, 16 apr)3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +16 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage On Critical: * Sunders the enemy's armor for 5 turns. While equipped: Stats +3 Dex offense ------ Mindpower +15 (+5 eff.) Damage +6% mind other ------- Infravision +2 Curse of Corpses Massive two-handed swords. |
Whisper of Dusk (Corpses) (46-73 power, 9 apr) Whisper of Dusk (Corpses) (46-73 power, 9 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Master Weapon Damage 46.0 - 73.6 Physical Uses 90% Str, 50% Dex Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +16.0% Attack Speed 120% On-crit, radius 2 +17 phys.bleed While equipped: Stats +5 Cun +3 Dex defense ------ Fatigue -14% Slow Projectiles +19% Curse of Corpses Dusk's Whisper: Effective talent level: 6.5 Power cost 25 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 117% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
skyshard voratun greatsword of massacre (Shrouds) (75-120 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 75.5 - 120.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +12 lightning On-Hit, radius 1 +9 cold While equipped: offense ------ Ignore resists +10% cold Curse of Shrouds Massive two-handed swords. |
Storm Fury (Misfortune)4.0 Encumbrance T5 longbow 2H weapon Reqs Mag 30 [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+15 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+10 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 56 to 112 lightning damage based on Magic with a chance to inflict Daze. Curse of Misfortune This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
mage-hunter's dragonbone longbow of enduring (Corpses)4.0 Encumbrance T5 longbow 2H weapon [Ego++] Nature/Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +30 Wil +8 Cun +15 Con offense ------ Mindpower +23 (+7 eff.) On-Hit (Ranged): * 26 arcane resource burn defense ------ Life +99.00 other ------- Masteries +0.30 Wild-gift/Antimagic Curse of Corpses Longbows are used to shoot arrows at your foes. |
Punae's Blade (Shrouds) (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+13 eff.) Evasion +10% Curse of Shrouds This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Sword of Potential Futures (Madness) (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Madness Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
blessed dwarven-steel longsword of massacre (Nightmares) (31-44 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str 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 to afflict the target with Lightburn, causing 67 Light damage over 5 turns and reduces their armor by 7 for the duration. While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +5% light Curse of Nightmares Sharp, long, and deadly. |
dwarven-steel longsword of massacre (Corpses) (31-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Curse of Corpses Sharp, long, and deadly. |
stormbringer's dwarven-steel longsword of massacre (Madness) (32-45 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +28 lightning +26 cold While equipped: offense ------ Move Speed +32% Ignore resists +10% lightning +11% cold Curse of Madness Sharp, long, and deadly. |
Shinewaker the stralite mace (Madness) (35-49 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Rare] Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +15% physical Accuracy +10 (+2 eff.) defense ------ Armor +4 Resistance +6% light Physical save +15 (+5 eff.) other ------- Max stamina +30.00 Light +3 Curse of Madness Blunt and deadly. |
Brenuhell (Corpses) (12-13 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Mind Crit +4% Mindpower +18 (+6 eff.) Accuracy +30 (+7 eff.) When Hit 4 mind 4 physical defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Healmod +18% Heal-on-summon +31 other ------- EQ when Hit +1.20 Talents +1 Attune Mindstar Curse of Corpses 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. |
dreamer's pulsing mindstar of life (Nightmares) (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Resistance +10% mind Mind save +6 (+3 eff.) Life +35.00 Life Regen +1.70 other ------- Psi/turn +1.00 Max psi +37.00 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. |
Sceptre of the Archlich (Nightmares) (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+18 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones Curse of Nightmares This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Staff of Arcane Supremacy (Shrouds) (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+10 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Shrouds Arcane Supremacy: Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
cruel dragonbone magestaff of breaching (Madness) (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +19.00% Spellpower +15 (+8 eff.) Damage +30% fire Ignore resists +15% fire other ------- Talents +1 Command Staff This staff offers 30% bonus, 15% penetration to fire damage. (included above) Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff (Misfortune) (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag 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 +8% Critical power +12.00% Spellpower +3 (+2 eff.) Damage +10% darkness other ------- Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff of wizardry (Misfortune) (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +14 (+7 eff.) Damage +15% fire Ignore Shields +15% defense ------ Defense +14 (+5 eff.) Shield Power +9% other ------- Max mana +38.00 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (Corpses) (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag 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% Critical power +32.00% Spellpower +30 (+15 eff.) On-Hit 23 fire Damage +25% light other ------- Mana/turn +0.34 See Invisibility +11 Talents +1 Command Staff This staff offers 25% bonus to light damage. (included above) Curse of Corpses 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. |
Blood-Letter (Misfortune) (33-46 power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% Curse of Misfortune A hand axe carved out of the most frozen parts of the northern wasteland. |
Razorblade, the Cursed Waraxe (Misfortune) (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+10 eff.) Ignore Armor +30 Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
arcing voratun waraxe of amnesia (Corpses) (38-53 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Curse of Corpses One-handed war axes. |
balanced stralite waraxe of dampening (Nightmares) (29-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Disrupt/Master Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +12 (+4 eff.) Resistance +11% acid +13% lightning +11% fire +15% cold +6% all Spell save +11 (+6 eff.) Disarm Resist +40% Curse of Nightmares One-handed war axes. |
iron waraxe of extermination (Shrouds) (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +7% Vermin +7% Spiderkin On Critical: * Strike your target with a blast of Fire dealing 70 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: offense ------ Critical power +13.00% Curse of Shrouds One-handed war axes. |
plaguebringer's steel waraxe of sundering (Madness) (13-18 power, 9 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +4.0% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 15 On Critical: * Sunders the enemy's armor for 5 turns. While equipped: defense ------ Disease Resist +20% Curse of Madness One-handed war axes. |
truestriking stralite waraxe of ruin (Shrouds) (31-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Critical power +30.00% Ignore resists +9% physical Accuracy +6 (+1 eff.) Ignore Armor +18 Curse of Shrouds One-handed war axes. |
voratun waraxe (Misfortune) (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Normal] Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% Curse of Misfortune One-handed war axes. |
Whip of Urh'Rok (Corpses) (55-60 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+8 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight Curse of Corpses With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
balancing hardened leather belt of burglary (Misfortune)1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +7 Cun +8 Lck offense ------ Physical Crit +7.0% Mind Crit +9% defense ------ Stealth +6 other ------- Disarm Traps +13 Infravision +5 Curse of Misfortune A belt that goes around your waist. |
hardened leather belt of containment (Misfortune)1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Anomaly Control +13 Life +73.00 other ------- Max mana +53.00 Max stamina +36.00 Max hate +13.00 Max psi +29.00 Max vim +25.00 Max positive +29.00 Max negative +25.00 Curse of Misfortune A belt that goes around your waist. |
noble's hardened leather belt of burglary (Madness)1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +10 Cun +5 Lck offense ------ Against +25% Summoned defense ------ Resist Against +15% Summoned Stealth +7 other ------- Disarm Traps +5 Infravision +3 Curse of Madness A belt that goes around your waist. |
oblivion's drakeskin leather belt of burglary (Madness)1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +5 Cun +8 Lck offense ------ Damage +11% darkness Ignore resists +14% cold defense ------ Resistance +9% cold Stealth +13 other ------- Disarm Traps +11 Infravision +5 Curse of Madness A belt that goes around your waist. |
Cloak of Deception (Corpses)1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Fearfire Mantle (Shrouds) (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Shrouds Black fires born of a blackened heart. |
battlemaster's cashmere cloak of Irzen's Pyre (Madness) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ On-Hit 10 manaburn arcane 10 fire burn On-Ranged-Hit 10 manaburn arcane 7 fire burn Damage +11% fire burn +9% manaburn arcane defense ------ Defense +2 (+1 eff.) Spell save +6 (+3 eff.) other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Erelegolefast' (Misfortune) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Damage +5% lightning +6% fire +6% arcane Ignore resists +6% lightning +6% fire +5% arcane When Hit 5 lightning 5 fire 4 arcane defense ------ Defense +2 (+1 eff.) Resistance +18% lightning Physical save +15 (+5 eff.) Unlife -40.00 life Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
enveloping cashmere cloak of battle (Shrouds) (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +9 (+3 eff.) Fatigue -4% Physical save +5 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Irzen's Pyre (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: offense ------ On-Hit 7 manaburn arcane 7 fire burn On-Ranged-Hit 5 manaburn arcane 6 fire burn Damage +5% fire burn +5% manaburn arcane 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. |
resplendent cashmere cloak of implacability (Corpses) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Max Resistance +8% all Physical save +9 (+3 eff.) Spell save +9 (+5 eff.) Mind save +10 (+5 eff.) Unlife -50.00 life Life +42.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Irzen's Pyre (Corpses) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ On-Hit 12 manaburn arcane 10 fire burn On-Ranged-Hit 11 manaburn arcane 7 fire burn Damage +9% fire burn +10% manaburn arcane defense ------ Defense +2 (+1 eff.) Spell save +10 (+5 eff.) other ------- Max mana +55.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (Corpses) (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+15 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+12 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 Curse of Corpses A silk robe, darker than the darkest night sky, it radiates power. |
Lustrejustice (Shrouds) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +3% light Ignore resists +5% physical Ignore Armor +4 defense ------ Resistance +18% lightning +7% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Nightmares) (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 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Curse of Nightmares 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. |
Xebreth the Singebloom (Madness) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +10 Cun offense ------ Spell Crit +18% Spellpower +18 (+9 eff.) Damage +26% blight +3% fire +49% light +48% darkness Ignore resists +25% fire When Hit 6 blight defense ------ Resistance +41% blight +13% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of darkness (+22%) (Misfortune) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) Damage +15% darkness defense ------ Resistance +22% darkness +15% all Mind save +25 (+10 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Emiba' (Madness) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) On-Hit (Melee): * 21 arcane resource burn * 21% chance to reduce armor by 24% defense ------ Resistance +6% acid +15% darkness +9% cold +6% fire +12% nature +13% all Spell save +18 (+9 eff.) Mind save +24 (+9 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sewertaint the pair of rough leather boots (Madness) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Critical power +10.00% Move Speed +25% On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +1 Curse of Madness A pair of boots made of leather. |
blood-soaked pair of voratun boots of onslaught (Corpses) (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +14 (+3 eff.) Ignore Armor +13 defense ------ Armor +5 Fatigue +4% Physical save +10 (+3 eff.) Curse of Corpses Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids).. Uses 30 power out of 30/30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots (Nightmares) (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +2% other ------- Infravision +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of drakeskin leather boots of tirelessness (Shrouds) (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Life Regen +1.00 Healmod +17% other ------- Stamina/turn +0.90 Max stamina +22.00 Curse of Shrouds A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of rushing (Misfortune) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +3% Silence Resist +23% Confus Resist +20% Stun Resist +24% Curse of Misfortune Rush: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Halukor the dwarven-steel gauntlets (Madness) (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Cun offense ------ On-Hit 7 physical Damage +4% physical Ignore Armor +1 defense ------ Armor +9 Fatigue +3% Resistance +3% nature Mind save +3 (+2 eff.) Disease Resist +20% Cut Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Saluba the hardened leather gloves (Corpses) (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Spell Crit +3% Physical Power +20 (+4 eff.) On-Hit 8 darkness Damage +5% darkness defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +7% darkness Unlife -60.00 life other ------- Max stamina +10.00 Max vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Urachik the Tempesthue (Misfortune) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 7 mind Damage +5% mind +3% lightning When Hit 2 lightning defense ------ Armor +2 Resistance +3% acid +2% physical +3% blight +7% mind +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder rough leather gloves (Madness) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 fire Damage +3% fire defense ------ Armor +1 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Corruptionwar' (Madness) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 fire Damage +6% nature +9% fire defense ------ Armor +2 Fatigue +3% Resistance +9% acid +15% fire +9% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (Nightmares) (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 Curse of Nightmares A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Skyterror (Madness) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Wil offense ------ Ignore resists +15% lightning +15% blight defense ------ Armor +4 Fatigue +4% Resistance +10% blight +9% lightning Mind save +7 (+4 eff.) other ------- Light +3 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (Misfortune) (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Curse of Misfortune Instill Fear: Effective talent level: 3.5 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.14 mind and 27.30 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 22. Terrified: Deals 6.70 mind and 6.50 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 10.93 mind and 10.61 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
bladed hardened leather cap of precognition (Madness) (6 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Str offense ------ Accuracy +6 (+1 eff.) When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+2 eff.) Fatigue +3% Curse of Madness Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1132.1 Physical damage. If the attack hits, the target is confused (42% 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. |
insulating drakeskin leather cap of knowledge (Misfortune) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% fire +11% cold Curse of Misfortune A cap made of leather. |
iron helm of the bastion (Madness) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% other ------- Talents +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 9.56 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
archaic stralite mail armour of command (Madness) (11 def, 16 armour)14.0 Encumbrance T4 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +3 Cun +5 Con defense ------ Armor +16 Defense +11 (+4 eff.) Fatigue +12% Spell save +13 (+7 eff.) Mind save +14 (+6 eff.) Curse of Madness A suit of armour made of mail. |
Belemina (Corpses) (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag +13 Con offense ------ Mind Crit +5% Critical power +29.00% Mindpower +10 (+3 eff.) Accuracy +15 (+3 eff.) Ignore Armor +8 defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +30% fire Physical save +6 (+2 eff.) Spell save +24 (+12 eff.) Curse of Corpses A suit of armour made of leather. |
radiant reinforced leather armour of the wind (Madness) (25 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +6.0% Ignore Armor +9 defense ------ Armor +7 Defense +25 (+8 eff.) Fatigue +8% Resistance +26% blight +22% darkness other ------- Stamina/turn +1.00 Light +2 Curse of Madness Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 303 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
troll-hide reinforced leather armour of alacrity (Madness) (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Life +41.00 Life Regen +9.40 Healmod +15% Curse of Madness A suit of armour made of leather. |
Galeobsidian (Shrouds) (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Spell Crit +1% Spellpower/crit +4 Damage +3% blight defense ------ Armor +7 Fatigue +22% Resistance +3% lightning Spell save +9 (+5 eff.) Life Regen +2.80 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +0.50 Curse of Shrouds A suit of armour made of metal plates. |
impenetrable stralite plate armour of spell shielding (Madness) (0 def, 22 armour)17.0 Encumbrance T4 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +22 Fatigue +22% Resistance +5% arcane Spell save +14 (+7 eff.) Curse of Madness A suit of armour made of metal plates. |
Fire Dragon Shield (Madness) (16 def, 9 armour, 58-69 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+5 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Madness This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Temporal Rift (Nightmares) (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+6 eff.) defense ------ Armor +4 Defense +8 (+3 eff.) Ranged Defense +10 (+3 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+10 eff.) Slow Projectiles +50% other ------- Talents +1 Block Curse of Nightmares Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (Misfortune) (12 def, 9 armour, 52-62 power, 200 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+4 eff.) Ranged Defense +15 (+5 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Misfortune "With this, no one will ever harm you again." |
Unsetting Sun (Corpses) (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+5 eff.) Ranged Defense +17 (+5 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+10 eff.) other ------- Light +2 Talents +1 Block Curse of Corpses When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
crystalline steel shield of winter (Corpses) (0 def, 4 armour, 17-20 power, 39 block)7.0 Encumbrance T2 shield armor [Ego++] Nature When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +14 cold On-crit, radius 2 +11 mind +14 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 60 mind and cold damage to each enemy blocked * Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +7% mind +16% cold other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
Quiver of the Sun (25/25, 34-47 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
quiver of elven-wood arrows of annihilation (20/20, 55-77 power, 23 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +17.5% Capacity 20 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
337 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. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isuthra the Freezepanic (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +5 (+1 eff.) Move Speed +10% Damage +3% cold defense ------ Resistance +6% acid +18% fire +6% blight Physical save +3 (+1 eff.) Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tarrilach (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Dex +8 Mag +4 Cun defense ------ Crit Resistance 15.00% other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(121 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 226.20 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
barbed pouch of dwarven-steel shots of venom (21/21, 43-51 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +15.0% Capacity 21 On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
Yaryyaldir the iron torque of psionic shield [power 25] (24/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +5% acid defense ------ Defense +15 (+5 eff.) Physical save +6 (+2 eff.) Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing iron torque of gale force [power 100] (24/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
focusing ash totem of thorny skin [power 26] (24/20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
innervating yew totem of thorny skin [power 47] (24/20 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of summon tentacle [power 385] (24/25 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1048 Base Damage: 478 Armor: 46 All Resist: 21 Puts all charms on 25 turn cooldown 100% to heal for 89. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Move Speed +20% Damage +12% physical defense ------ Resistance +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 Encumbrance T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Drulathad the elven-wood wand of shielding [power 374] (24/20 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +3 Str +4 Dex offense ------ Physical Crit +5.0% Physical Power +15 (+3 eff.) Accuracy +15 (+3 eff.) defense ------ Armor +4 Resistance +12% acid Mind save +15 (+6 eff.) Create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+8 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 113 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
evasive elven-wood wand of shielding [power 404] (24/20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By 0; the Skeleton Cursed level 22
53rd Haze 122nd year of Ascendancy at 22:15 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By 0; the Skeleton Cursed level 22
52nd Haze 122nd year of Ascendancy at 08:37 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By 0; the Skeleton Cursed level 27
7th Decay 122nd year of Ascendancy at 15:18 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 0; the Skeleton Cursed level 24
78th Haze 122nd year of Ascendancy at 12:20 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By 0; the Skeleton Cursed level 39
43rd Regrowth 124th year of Ascendancy at 23:54 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By 0; the Skeleton Cursed level 25
2nd Decay 122nd year of Ascendancy at 22:44 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By 0; the Skeleton Cursed level 43
59th Regrowth 124th year of Ascendancy at 08:05 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By 0; the Skeleton Cursed level 16
31st Haze 122nd year of Ascendancy at 17:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By 0; the Skeleton Cursed level 16
32nd Haze 122nd year of Ascendancy at 18:12 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By 0; the Skeleton Cursed level 33
31st Haze 123rd year of Ascendancy at 07:30 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By 0; the Skeleton Cursed level 29
15th Pyre 123rd year of Ascendancy at 04:11 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By 0; the Skeleton Cursed level 34
48th Haze 123rd year of Ascendancy at 21:04 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By 0; the Skeleton Cursed level 32
20th Dusk 123rd year of Ascendancy at 07:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 0; the Skeleton Cursed level 10
2nd Summertide 122nd year of Ascendancy at 22:23 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By 0; the Skeleton Cursed level 20
48th Haze 122nd year of Ascendancy at 11:38 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By 0; the Skeleton Cursed level 30
34th Pyre 123rd year of Ascendancy at 21:17 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By 0; the Skeleton Cursed level 40
44th Regrowth 124th year of Ascendancy at 20:55 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By 0; the Skeleton Cursed level 34
4th Decay 123rd year of Ascendancy at 12:53 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By 0; the Skeleton Cursed level 37
31st Regrowth 124th year of Ascendancy at 21:18 see stats
Santassacre! (Nightmare (Roguelike) difficulty)
Killed the little helper elves after saving them!By 0; the Skeleton Cursed level 34
4th Decay 123rd year of Ascendancy at 12:56 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By 0; the Skeleton Cursed level 37
31st Regrowth 124th year of Ascendancy at 08:05 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By 0; the Skeleton Cursed level 25
1st Decay 122nd year of Ascendancy at 22:22 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By 0; the Skeleton Cursed level 26
3rd Decay 122nd year of Ascendancy at 00:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By 0; the Skeleton Cursed level 8
8th Mirth 122nd year of Ascendancy at 09:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By 0; the Skeleton Cursed level 33
30th Haze 123rd year of Ascendancy at 05:39 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By 0; the Skeleton Cursed level 31
9th Dusk 123rd year of Ascendancy at 12:47 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By 0; the Skeleton Cursed level 23
67th Haze 122nd year of Ascendancy at 18:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By 0; the Skeleton Cursed level 13
6th Flare 122nd year of Ascendancy at 21:26 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By 0; the Skeleton Cursed level 29
15th Pyre 123rd year of Ascendancy at 22:07 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By 0; the Skeleton Cursed level 20
51st Haze 122nd year of Ascendancy at 14:27 see stats
Log
Your movements fuel your rampage! (+1 duration)
Ran for 2 turns (stop reason: taken damage).
Porissra the Neverdead's creeping dark hits 0; for 43 darkness damage.
0; casts Rune: Dissipation.
You feel your rampage slowing down. (-1 duration)
Porissra the Neverdead uses Dark Tendrils.
Porissra the Neverdead's spell attains critical power!
0;'s mania hastens cooldowns.
Porissra the Neverdead's storm dissipates.
Porissra the Neverdead strikes 0; in the darkness (+67% damage).
Porissra the Neverdead hits 0; for 367 darkness damage.
Dire Plague rips out a piece of 0; soul!
Porissra the Neverdead's spell attains critical power!
Porissra the Neverdead's spell attains critical power!
0; has shrugged off 139 damage and is ready for more.
Dire Plague from Porissra the Neverdead strikes 0; in the darkness (+67% damage).
Dire Plague from Porissra the Neverdead hits 0; for 367 darkness, 183 darkness (551 total damage).
Porissra the Neverdead's creeping dark hits 0; for (56 rampage shugs off), 0 darkness (0 total damage).
0; uses voratun torque of psionic shield 'Stormpower'!
Porissra the Neverdead activates Hymn of Shadows.
Porissra the Neverdead deactivates Hymn of Shadows.
Porissra the Neverdead's spell attains critical power!
0;'s mania hastens cooldowns.
Porissra the Neverdead strikes 0; in the darkness (+67% damage).
Porissra the Neverdead hits 0; for (149 flat reduction), (83 rampage shugs off), 135 darkness (135 total damage).
Porissra the Neverdead casts Freeze.
Porissra the Neverdead strikes 0; in the darkness (+67% damage).
Porissra the Neverdead hits 0; for (149 flat reduction), 260 cold (261 total damage).
0; the level 43 skeleton cursed was cooled to death by Porissra the Neverdead on level 1 of Slime Tunnels.



































































































































































































