











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. 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! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 31 / 71% |
| Size | gargantuan |
| Lifes / Deaths | Killed by brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 11:56 0 / 8Killed by Categ the giant at level 8 on the 29th Voratun 122nd year of Ascendancy at 13:30 Killed by Forest Troll Hedge-Wizard at level 13 on the 16th Profit 122nd year of Ascendancy at 06:57 Killed by Xulenne the corrupted war dog at level 20 on the 14th Wealth 122nd year of Ascendancy at 08:02 Killed by The Master at level 31 on the 33rd Steel 123rd year of Ascendancy at 02:53 Killed by skeleton mage at level 31 on the 33rd Steel 123rd year of Ascendancy at 05:10 Killed by The Master at level 31 on the 33rd Steel 123rd year of Ascendancy at 09:54 Killed by elder vampire at level 31 on the 33rd Steel 123rd year of Ascendancy at 09:58 |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 15 (base 10) |
| Constitution | 46 (base 38) |
| Magic | 11 (base 10) |
| Willpower | 55 (base 41) |
| Cunning | 24 (base 10) |
Resources
| Life | -7/1140 |
| Hate | 105/106 |
| Healing Factor | 1.4567804250993 |
| Regeneration | 6.1913168066719 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30.000000000005% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 205 |
| Accuracy | 44 |
| Crit Chance | 27% |
| APR | 17 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +10% |
| Physical | +18% |
| Lightning | +7% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 57.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned injured seer, to death. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by multi-hued drake. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emadhekira the ghast. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Belura the gloomy wolf. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 235. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed electric eel tail. * You've found the needed wretchling eyeball. | active |
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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yarorig (Shrouds) (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Damage +9% acid Ignore resists +15% mind Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +9 Fatigue +3% Life Regen +2.00 Healmod +10% other ------- Infravision +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(112 power, based on Willpower). Uses 10 power out of 10/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Porilranne the dwarven-steel helm (Corpses) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +8.0% defense ------ Armor +4 Fatigue +4% Resistance +6% acid +9% fire +10% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 65 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | gladiator's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 9 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around waist | Mighty Girdle (Nightmares)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Colaryem (Shrouds) (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 125% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | Snow Giant Wraps (Madness) (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+3 eff.) Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 222.76 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | stralite plate armour of command (Misfortune) (7 def, 17 armour)17.0 Encumbrance T4 massive armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +17 Defense +7 (+4 eff.) Fatigue +22% Mind save +14 (+7 eff.) Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | Duvychik the linen cloak (Shrouds) (21 def, 10 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Armor +10 Defense +21 (+11 eff.) Resistance +6% acid +6% cold +6% fire +3% nature +6% lightning Spell save +3 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
healing infusion of the warrior (heal 295; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 522%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 711%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 216; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the warrior (power 39; resist 45%; move 68%; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 45% all resistance, you move 68% faster, and you are invisible (power 39). 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. |
shielding rune (absorb 149; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] 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 149 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Emeligatha the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Mag offense ------ Critical power +20.00% Spellpower +10 (+9 eff.) Ignore resists +20% blight +10% mind Ignore Shields +20% defense ------ Fatigue -6% Life Regen +2.00 other ------- EQ when Hit +0.08 Max hate +8.00 Amulets make your neck look great! |
gold amulet 'Berebar'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 52% defense ------ Resistance +15% lightning +19% mind +5% arcane +6% nature Confus Resist +32% Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Galenarirach the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Move Speed +10% Damage +13% cold Accuracy +7 (+2 eff.) defense ------ Defense +7 (+4 eff.) Resistance +9% blight +26% cold +7% nature Poison Resist +20% Disease Resist +13% other ------- Hate-on-crit +1.00 Max hate +6.00 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Sunrain0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% light +3% fire Ignore resists +5% fire When Hit 2 light defense ------ Resistance +9% fire Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+7 eff.) Mindpower +7 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
wizard's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
chilling dwarven-steel battleaxe (Misfortune) (30-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +13 cold Curse of Misfortune Massive two-handed battleaxes. |
iron battleaxe (Madness) (16-25 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Madness Massive two-handed battleaxes. |
Obliterator (Nightmares) (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 125 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% Curse of Nightmares This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Golden Three-Edged Sword 'The Truth' (Shrouds) (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Shrouds The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
elemental stralite greatsword of evisceration (Corpses) (50-79 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Critical: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +14 (+4 eff.) Damage +14% cold Ignore resists +24% cold Curse of Corpses Massive two-handed swords. |
flaming dwarven-steel greatsword of enduring (Shrouds) (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane/Nature Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +10 fire While equipped: Stats +10 Con +9 Wil defense ------ Life +14.00 Curse of Shrouds Massive two-handed swords. |
flaming steel greatsword of massacre (Misfortune) (30-49 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 fire Curse of Misfortune Massive two-handed swords. |
hateful iron greatsword of vileness (Madness) (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Psionic Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 blight +9 darkness Damage Against +9% Living On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Curse of Madness Massive two-handed swords. |
iron longsword 'Woelord' (Misfortune) (18-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +8 darkness While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Resistance +3% nature Spell save +3 (+1 eff.) Curse of Misfortune Sharp, long, and deadly. |
arcing iron mace of massacre (Nightmares) (18-25 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Blunt and deadly. |
Infernotorrent the vined mindstar (Corpses) (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 fire On-Hit, radius 1 +12 acid On Hit: * 20% chance to reduce armor by 16% While equipped: Stats +5 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+1 eff.) Damage +30% acid Ignore resists +15% fire defense ------ Resistance +21% fire other ------- 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. |
truestriking deep-steel trident of massacre (Madness) (40-63 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +14 (+4 eff.) Ignore Armor +7 Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Yarugodor the Brightrot (Corpses) (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +13 temporal On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: offense ------ Ignore resists +10% light When Hit 4 light defense ------ Resistance +11% temporal +12% darkness +6% nature Crit Resistance 15.00% Curse of Corpses One-handed war axes. |
Ragurek (Misfortune)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% acid +1% physical +3% cold Life +31.00 Life Regen +4.00 Stun Resist +10% Curse of Misfortune A belt that goes around your waist. |
Wintergrind the rough leather belt (Corpses)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% cold defense ------ Resistance +6% lightning +6% temporal other ------- Hate-on-crit +2.00 Max psi +20.00 Infravision +3 Curse of Corpses A belt that goes around your waist. |
hardened leather belt of dampening (Misfortune)1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: defense ------ Resistance +8% acid +7% fire +7% lightning +7% cold Curse of Misfortune A belt that goes around your waist. |
insulating hardened leather belt of recklessness (Shrouds)1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +4 (+1 eff.) defense ------ Resistance +7% fire +7% cold Curse of Shrouds A belt that goes around your waist. |
rough leather belt (Misfortune)1.0 Encumbrance T1 belt armor [Normal] Curse of Misfortune A belt that goes around your waist. |
Arthoruisus (Misfortune) (11 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +6 Defense +11 (+6 eff.) Resistance +10% cold Life Regen +4.00 Healmod +10% 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. |
Arusebeth (Madness) (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Ignore resists +15% physical defense ------ Defense +16 (+8 eff.) Unlife -20.00 life Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (Madness) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) 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. |
regal linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con defense ------ Defense +1 (+1 eff.) Mind save +5 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (Nightmares) (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Curse of Nightmares Boost speed by 32% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Yvinn (Corpses) (10 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +20.00% Ignore Armor +2 defense ------ Armor +8 Defense +10 (+5 eff.) Fatigue +3% Resistance +15% acid Physical save +18 (+6 eff.) other ------- Stamina/turn +3.00 Curse of Corpses Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots of phasing (Corpses) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil defense ------ Armor +3 Resistance +7% fire +8% cold Curse of Corpses Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
insulating pair of iron boots of speed (Corpses) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of speed (Nightmares) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Curse of Nightmares A pair of boots made of leather. |
pair of rough leather boots 'Scorchwrither' (Madness) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Physical Crit +2.0% Damage +3% fire Ignore Armor +2 When Hit 2 fire defense ------ Armor +1 Resistance +3% physical Physical save +11 (+3 eff.) Mind save +11 (+6 eff.) Curse of Madness A pair of boots made of leather. |
scholar's pair of hardened leather boots of phasing (Corpses) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +5 (+5 eff.) defense ------ Armor +3 Curse of Corpses Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Cloudonslaught the hardened leather gloves (Nightmares) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +5 Str +3 Con offense ------ Physical Crit +2.0% Damage +3% physical Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +6% lightning Physical save +7 (+2 eff.) Mind save +8 (+4 eff.) Disarm Resist +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Nightmares Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
blighted rough leather gloves (Madness) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 blight Damage +4% blight defense ------ Armor +1 Resistance +5% blight 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. |
iron gauntlets (Nightmares) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Shrouds) (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Shrouds Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.89 to 110.66 lightning damage (73.78 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eclipsedare (Nightmares) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +6% darkness +3% physical defense ------ Armor +3 Fatigue +5% Resistance +6% darkness +6% cold other ------- Stamina/turn +1.00 Max stamina +10.00 Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (Corpses) (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 Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Scaldquencher the iron helm (Madness) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Con offense ------ When Hit 4 fire defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold other ------- Infravision +1 Breathe water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of strength (+9) (Madness) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +9 Str defense ------ Armor +4 Fatigue +4% Curse of Madness Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 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 661.5 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (Corpses) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Floebreacher' (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +3 Mag offense ------ Damage +11% mind defense ------ Defense +1 (+1 eff.) Resistance +11% mind +3% cold Crit Resistance 10.00% Curse of Misfortune A pointy cloth hat, very wizardly... |
werebeast's dwarven-steel helm of constitution (+4) (Misfortune) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Dex +2 Cun +4 Con defense ------ Armor +4 Fatigue +4% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of implacability (Misfortune) (3 def, 14 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master While equipped: defense ------ Armor +14 Defense +3 (+2 eff.) Fatigue +5% Physical save +5 (+1 eff.) Curse of Misfortune A suit of armour made of mail. |
Aerurerin (Misfortune) (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: Stats +3 Str +6 Mag offense ------ Damage +24% arcane Ignore resists +25% arcane defense ------ Armor +9 Fatigue +22% Resistance +7% physical Physical save +13 (+4 eff.) Curse of Misfortune A suit of armour made of metal plates. |
Zubuwyn the Noonstreaker (Nightmares) (10 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Damage +3% light Ignore resists +15% acid Ignore Armor +1 defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +22% Resistance +17% lightning Curse of Nightmares A suit of armour made of metal plates. |
cleansing steel plate armour of the dragon (Misfortune) (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% acid +7% physical +5% lightning +11% blight +6% fire +13% nature +6% cold Disarm Resist +24% Stun Resist +22% Knockbk Resist +21% other ------- Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
flaming steel shield of the stars (Corpses) (0 def, 4 armour, 16-19 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Nature When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +12 light +12 darkness On-Hit, radius 1 +12 fire While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 6 fire Damage +12% light +12% darkness When Hit 3 fire defense ------ Armor +4 Fatigue +8% Resistance +12% light +14% darkness other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
barbed quiver of elven-wood arrows of crippling (19/20, 58-80 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Master Weapon Damage 57.5 - 80.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +31.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
9 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. |
132 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. |
2 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. |
2 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
4 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 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. |
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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
nightwalker's brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+2 eff.) 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. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 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. |
survivor's alchemist's lamp of focus1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +11% mind defense ------ Physical save +8 (+2 eff.) Healmod +13% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (0/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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. |
evasive iron torque of gale force [power 100] (20/15 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 118 physical damage Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of healing [power 110] (20/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 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. |
8 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. |
3 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. |
3 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By EVIL DWAYNE the Dwarf Cursed level 25
5th Dearth 122nd year of Ascendancy at 01:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By EVIL DWAYNE the Dwarf Cursed level 19
11st Wealth 122nd year of Ascendancy at 14:04 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By EVIL DWAYNE the Dwarf Cursed level 25
23rd Wealth 122nd year of Ascendancy at 19:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By EVIL DWAYNE the Dwarf Cursed level 10
4th Profit 122nd year of Ascendancy at 23:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By EVIL DWAYNE the Dwarf Cursed level 20
11st Wealth 122nd year of Ascendancy at 19:54 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By EVIL DWAYNE the Dwarf Cursed level 30
28th Steel 123rd year of Ascendancy at 10:18 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By EVIL DWAYNE the Dwarf Cursed level 27
7th Loss 122nd year of Ascendancy at 04:53 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By EVIL DWAYNE the Dwarf Cursed level 25
9th Dearth 122nd year of Ascendancy at 23:04 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By EVIL DWAYNE the Dwarf Cursed level 23
20th Wealth 122nd year of Ascendancy at 04:08 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By EVIL DWAYNE the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 01:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By EVIL DWAYNE the Dwarf Cursed level 15
22nd Profit 122nd year of Ascendancy at 00:34 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By EVIL DWAYNE the Dwarf Cursed level 23
20th Wealth 122nd year of Ascendancy at 08:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By EVIL DWAYNE the Dwarf Cursed level 25
10th Dearth 122nd year of Ascendancy at 23:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By EVIL DWAYNE the Dwarf Cursed level 17
1st Wealth 122nd year of Ascendancy at 02:02 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By EVIL DWAYNE the Dwarf Cursed level 31
33rd Steel 123rd year of Ascendancy at 09:54 see stats
Log
Elder vampire hits EVIL DWAYNE for 61 blight damage.
Lord of Skulls (warrior) hits EVIL DWAYNE for 63 physical, 9 blight, 9 acid, 9 cold, 7 fire (98 total damage).
Elder vampire receives 25 healing from EVIL DWAYNE.
The Master casts Congeal Time.
The Master stops surging mana.
Skeleton master archer shrugs off the effect 'Congeal Time'!
Skeleton master archer's Shoot hits EVIL DWAYNE for 82 physical, 12 fire (94 total damage).
EVIL DWAYNE uses Resilience of the Dwarves.
EVIL DWAYNE's skin turns to stone.
EVIL DWAYNE hits Armoured skeleton warrior for (200 absorbed), 0 physical, (5 absorbed), 0 physical, (4 absorbed), 0 light (0 total damage).
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Skeleton master archer slows down.
Armoured skeleton warrior hits EVIL DWAYNE for 33 physical damage.
EVIL DWAYNE is no longer rampaging.
Lord of Skulls (warrior) hits EVIL DWAYNE for 45 physical, 7 blight, 7 acid, 7 cold, 5 fire (70 total damage).
Epidemic from Lord of Skulls (warrior) hits EVIL DWAYNE for 19 blight damage.
The Master deactivates Grim Shadow.
Armoured skeleton warrior receives 49 healing from EVIL DWAYNE's purging blight area effect.
Ghoul receives 50 healing from EVIL DWAYNE's purging blight area effect.
Skeleton master archer receives 37 healing from EVIL DWAYNE's purging blight area effect.
Elder vampire receives 37 healing from EVIL DWAYNE's purging blight area effect.
Lord of Skulls (warrior) receives 37 healing from EVIL DWAYNE's purging blight area effect.
EVIL DWAYNE's purging blight area effect hits EVIL DWAYNE for 6 blight damage.
Ghoul slows down.
Elder vampire hits EVIL DWAYNE for 46 blight damage.
Elder vampire receives 19 healing from EVIL DWAYNE.
EVIL DWAYNE the level 31 dwarf cursed was tainted to death by an elder vampire on level 9 of Dreadfell.
Space restabilizes around you.




























































































































