Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 263% |
Size | medium |
Lifes / Deaths | Killed by Vyserus's Temporal Clone at level 50 on the 75th Pyre 123rd year of Ascendancy at 09:34 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 69.705226784444 (base 60) |
Dexterity | 30.410453568888 (base 11) |
Constitution | 58.410453568888 (base 33) |
Magic | 36.705226784444 (base 10) |
Willpower | 82.410453568888 (base 60) |
Cunning | 89.010453568888 (base 65) |
Resources
Life | -430/1804 |
Hate | 100/100 |
Equilibrium | 48 |
Psi | 212/212 |
Healing Factor | 1.6284174999163 |
Regeneration | 314.30981392275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 14.103224129837 |
Infravision | 4 |
See Invisible | 11.410453568888 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 129 |
Accuracy | 43 |
Crit Chance | 37% |
APR | 97 |
Speed | 1.00 |
Offense: Offhand
Damage | 158 |
Accuracy | 43 |
Crit Chance | 35% |
APR | 81 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Physical | +12% |
Cold | +12% |
All | 0% |
Darkness | +40% |
Mind | +30% |
Lightning | +12% |
Fire | +12% |
Nature | +30% |
Offense: Damage Penetration
Darkness | +15% |
Light | +20% |
Nature | +25% |
Acid | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 42 (60%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 18 |
Physical Save | 49 |
Spell Save | 47 |
Mental Save | 61 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 70%( 70%) |
All | + 27%( 70%) |
Physical | + 47%( 76%) |
Lightning | + 64%( 70%) |
Light | + 46%( 70%) |
Temporal | + 49%( 70%) |
Mind | + 5%( 70%) |
Darkness | + 82%( 82%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Confusion Resistance | 88% |
Fear Resistance | 57% |
Pinning Resistance | 0% |
Poison Resistance | 22% |
Knockback Resistance | 57% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse 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 increase movement speed by 740% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Punishments | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Dark sustenance | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Call Shadows |
talent | Psiblades |
talent | Shadows Empathy |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.7)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +16% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 57% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 50 damage from the next 2.1 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | A flow of life spins around the target, regenerating 135.24 life per turn. Regeneration |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.7)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.7)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+44% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
detrimental effect | The target is cursed, taking 54.16 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | Vyserus is writhing in agony, suffering from 104 to 522 damage over 5 turns. Agony |
beneficial effect | You gain 30% resistance against cold, arcane and temporal. Resolve |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.7): 20%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 79 mind and 85 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 20%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 114 Mind damage, and deal 123 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | Madness reduces the target's global speed by 30% and lowers mind resistance by 40%. Slowed by madness |
beneficial effect | A random shadow absorbed a fatal blow for you, granting you a negative shield of 430. Shadow Decoy |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.7)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +12% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 19% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by faerlhing. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 918. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Nightmares Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +31% darkness Res.pen +20% light +20% acid Melee Ret 8 darkness ----- def ----- Resists +21% darkness ---------- misc Light +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Spell.crit +1% Crit.mult +5.00% Acc +5 (+3 eff.) ----- def ----- Armour +8 Fatigue +5% Resists +1% physical +13% cold +18% mind +13% fire Spell.save +3 (+1 eff.) Mind.save +30 (+7 eff.) Confus- +42% ---------- misc Infravis +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +5% Mind.save +11 (+2 eff.) Max.HP +71.00 HP.reg +4.10 ---------- misc Stam/turn +0.90 Psi/turn +0.14 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind ----- def ----- Resists +6% blight +15% light ---------- misc Psi/ret +0.24 Max.psi +40.00 Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 25 cooldown 100% to heal for 91. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +10% blight Max.HP +48.00 HP.reg +16.00 Heal.mod +14% Poison- +22% Disease- +18% Curse of Madness Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +9% darkness Res.pen +25% nature ----- def ----- Resists +15% lightning +31% fire +6% darkness +9% light Max.HP +85.00 HP.reg +18.00 Heal.mod +20% Curse of Misfortune Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con dps ---------- Crit.mult +14.00% Acc +9 (+5 eff.) Apr +10 ----- def ----- Phys.save +9 (+3 eff.) Max.HP +59.00 HP.reg +5.00 Curse of Shrouds Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Nature Uses 138% Wil, 59% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +65 Crit +4.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +20 light +20 nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+3 eff.) Melee+ 8 lightning 9 physical 7 cold 9 acid 9 fire Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +9% lightning +9% physical +9% darkness +9% fire +9% cold +8% acid ---------- misc Light +3 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +4 Cun ----- def ----- Resists +8% acid +7% fire +10% lightning +9% cold Phys.save +17 (+6 eff.) Spell.save +17 (+5 eff.) Mind.save +14 (+3 eff.) Curse of Shrouds A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 138% Wil, 39% Str, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +49 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +20 (+4 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Shrouds Corrosive Breath: Level 6.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 327.65 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +7% acid +16% light +21% fire +7% cold +7% lightning Stealth +10 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Curse of Corpses 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. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -759 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1699 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 119.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Mag dps ---------- S.pwr/crit +4 Dmg.mod +6% nature ----- def ----- Resists +1% physical Blind- +19% ---------- misc Mana/s.crit +2.00 Max.vim +40.00 Infravis +4 Sight +2 See.Invis +11 Curse of Corpses Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +16% light +12% darkness Blind- +20% Curse of Shrouds Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Curse of Shrouds Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% acid +12% lightning +5% arcane +18% nature Phys.save +20 (+7 eff.) ---------- misc Light +3 Curse of Nightmares Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+14 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Corpses Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.51 cold and 20.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Curse of Shrouds Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +22% ---------- misc Max.enc +22 Curse of Corpses Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Mind.save +9 (+2 eff.) Confus- +27% Curse of Misfortune Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +50.00 HP.reg +9.00 Heal.mod +10% Curse of Misfortune Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 56.5 - 84.8 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +80 fire While equipped: dps ---------- All.spd +13% Res.pen +26% fire Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 57.0 - 85.5 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +14 acid +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +35% acid +21% nature Apr +12 Curse of Madness Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Power 39.0 - 50.7 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +32 acid +31 nature While equipped: dps ---------- Res.pen +12% acid +11% nature +10% all Acc +21 (+11 eff.) Apr +23 Curse of Misfortune Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 40% Wil, 140% Str Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 16 * Blasts creatures in a radius 1 shockwave around your target for 156.47 to 469.41 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Nightmares Knock away other creatures within radius 4), dealing 374.21 to 748.42 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. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical Curse of Shrouds The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 64.5 - 96.8 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 26% chance to reduce strength, dexterity, and constitution by 16 While equipped: dps ---------- Res.pen +16% all Acc +23 (+12 eff.) Apr +20 ----- def ----- Disease- +24% Curse of Madness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Normal] Power 65.0 - 97.5 Physical Uses 40% Wil, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Curse of Misfortune Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 63.5 - 101.6 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 42 * 10% chance to reduce damage dealt by 34% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +21 Con +17 Wil dps ---------- Res.pen +10% arcane Acc +14 (+7 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Defense +20 (+7 eff.) Resists +3% mind Max.HP +147.00 Disarm- +67% Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault Curse of Shrouds A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +3 Str dps ---------- Phys.crit +15.0% Phys.pwr +21 (+5 eff.) Acc +18 (+9 eff.) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 50% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 43.0 - 60.2 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +5.0% Atk.spd 100% Phasing +18% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.0 - 16.5 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 arcane While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+5 eff.) Dmg.mod +15% acid +12% fire +6% cold +14% physical Res.pen +9% acid +6% physical +15% light +10% temporal +7% fire +10% arcane +8% cold Melee Ret 8 light ----- def ----- Resists +25% mind +5% arcane Mind.save +9 (+2 eff.) Heal/summ +45 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/turn +1.30 Max.psi +50.00 Max.summ +3 Talents +1 Attune Mindstar Curse of Shrouds 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. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.5 - 9.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 fire On Crit.r2 +16 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +10% lightning +5% physical +7% cold +4% nature +3% fire Res.pen +5% lightning +10% fire ----- def ----- Defense +11 (+4 eff.) Resists +4% blight Mind.save +2 (+0 eff.) Disease- +13% Pinning- +15% ---------- misc Max.psi +19.00 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. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 16 While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% lightning Res.pen +25% lightning Acc +15 (+8 eff.) On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Defense +15 (+5 eff.) Resists +9% mind +24% cold Max.HP +40.00 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +16 mind While equipped: Stats +6 Cun +4 Str dps ---------- Dmg.mod +21% nature Res.pen +25% nature +9% physical On Hit (Ranged): * 20% chance to slow global speed by 71% * 20% chance to reduce all saves and defense by 42 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +14.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% lightning ----- def ----- Defense +13 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.23 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% acid ----- def ----- Armour +11 Defense +8 (+3 eff.) ---------- misc Wards +3 acid Talents +4 Ward +1 Command Staff On Spell Hit: 10% Moonlight Ray 4 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +19 (+9 eff.) Melee+ 21 fire Dmg.mod +25% arcane ----- def ----- Armour +7 Defense +11 (+4 eff.) ---------- misc See.Invis +17 Wards +3 arcane Talents +3 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 51.0 - 71.4 Physical Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Curse of Nightmares One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% darkness Res.pen +25% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Max.HP +34.00 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Curse of Madness A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Res.pen +10% physical Apr +5 Melee Ret 4 physical ----- def ----- Armour +10 Defense +2 (+1 eff.) Max.HP +32.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +12 (+4 eff.) Resists +15% nature +20% blight Phys.save +16 (+6 eff.) Spell.save +18 (+6 eff.) Mind.save +16 (+4 eff.) HP.reg +8.00 Heal.mod +15% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Curse of Nightmares Temporal Reprieve: Level 1.3 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +7 Wil dps ---------- Dmg.mod +21% lightning +19% physical +18% cold ----- def ----- Resists +11% blight +11% cold +11% lightning +15% all Max.HP +59.00 HP.reg +4.90 Heal.mod +22% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag +9 Wil dps ---------- Spell.crit +4% Spell.pwr +25 (+12 eff.) S.pwr/crit +5 Dmg.mod +16% arcane +14% temporal ----- def ----- Resists +15% all Silence- +36% ---------- misc Max.mana +45.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Instill Fear: Level 4.8 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 44.85 mind and 48.31 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 37% 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 36. Terrified: Deals 11.05 mind and 11.90 darkness damage per turn and increases cooldowns by 56%. Haunted: Causes the target to suffer 17.38 mind and 18.72 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +27% fire Res.pen +10% blight +20% fire +10% acid Acc +24 (+12 eff.) ----- def ----- Armour +3 Resists +15% acid +12% fire +15% blight 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. |
![]() 1.5 T4 hands armor [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +13 (+4 eff.) HP.reg +2.70 ---------- misc Stam/turn +0.40 Psi/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Corpses Psychic Lobotomy: Level 3.9 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 227.03 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (36% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +9 Dex +6 Wil +1 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 4 darkness ----- def ----- Armour +5 Defense +20 (+7 eff.) Fatigue +5% Resists +18% light +12% darkness Phys.save +14 (+5 eff.) Mind.save +12 (+3 eff.) ---------- misc See.Invis +6 Curse of Corpses Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 325.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Breathe water Curse of Madness A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +7% cold +11% darkness +12% fire Spell.save +6 (+2 eff.) Mind.save +10 (+2 eff.) Curse of Misfortune Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +9% acid +10% cold ---------- misc Breathe water Curse of Madness A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) Curse of Corpses This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +8% Dmg.mod +9% blight ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +30% lightning ---------- misc Max.mana +60.00 Light +3 Infravis +3 See.Invis +21 Curse of Nightmares A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Resists +19% temporal Mind.save +15 (+3 eff.) Curse of Misfortune A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% blight +31% darkness +12% acid ----- def ----- Armour +22 Fatigue +22% Resists +31% acid +15% cold +20% darkness ---------- misc Breathe water Curse of Shrouds A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +6 Dex +3 Wil dps ---------- Acc +11 (+6 eff.) On shield block: * Deals 248 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 70% Str Acc+ +0.3% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master Power 71.0 - 99.4 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +43.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Psionic Power 54.5 - 76.3 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Ranged+ +35 darkness Against +20% Living On Hit: 20% Curse of Defenselessness 5 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Dmg.mod +6% darkness +6% mind On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Spell.save +18 (+6 eff.) Heal.mod +20% Cut- +20% Knockbk- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Fatigue -5% Mind.save +6 (+1 eff.) ---------- misc Max.hate +2.00 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) Mind.save +7 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 450.87 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Ego++] Master/Psionic Power 38.0 - 45.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +10.0% Capacity 19 Proj.spd +200% Ranged+ +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 290 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Psionic Power 56.0 - 67.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 25 Ranged+ +10 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 290 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +30 (+6 eff.) ---------- misc Equi/ret +0.08 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 24% for 2 turns. 100% to reduce fatigue by 43% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 618 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 54% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Apr +6 ----- def ----- Armour +6 Defense +15 (+5 eff.) Mind.save +18 (+4 eff.) ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 71% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 705 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% arcane +31% fire Res.pen +20% fire +26% arcane +15% nature ----- def ----- Resists +5% arcane +9% blight Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 20, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego] Arcane Fire a magical bolt dealing 425 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +36 lightning On Hit.r1 +8 blight On Hit: 10% Arcane Vortex 5 On Hit: * 21% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +9 Mag dps ---------- Spell.pwr +17 (+8 eff.) Dmg.mod +21% lightning +23% arcane Res.pen +10% temporal +38% physical Melee Ret 2 blight On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Achievements
By Vyserus the Cornac Doomed level 31
75th Haze 122nd year of Ascendancy at 22:33 see stats
By Vyserus the Cornac Doomed level 30
72nd Haze 122nd year of Ascendancy at 02:59 see stats
By Vyserus the Cornac Doomed level 20
52nd Dusk 122nd year of Ascendancy at 16:20 see stats
By Vyserus the Cornac Doomed level 36
45th Regrowth 123rd year of Ascendancy at 00:24 see stats
By Vyserus the Cornac Doomed level 37
48th Regrowth 123rd year of Ascendancy at 19:30 see stats
By Vyserus the Cornac Doomed level 44
33rd Pyre 123rd year of Ascendancy at 13:12 see stats
By Vyserus the Cornac Doomed level 35
41st Regrowth 123rd year of Ascendancy at 17:04 see stats
By Vyserus the Cornac Doomed level 33
25th Regrowth 123rd year of Ascendancy at 16:33 see stats
By Vyserus the Cornac Doomed level 45
41st Pyre 123rd year of Ascendancy at 06:07 see stats
By Vyserus the Cornac Doomed level 19
45th Dusk 122nd year of Ascendancy at 20:04 see stats
By Vyserus the Cornac Doomed level 24
79th Dusk 122nd year of Ascendancy at 18:55 see stats
By Vyserus the Cornac Doomed level 32
5th Decay 122nd year of Ascendancy at 09:26 see stats
By Vyserus the Cornac Doomed level 10
3rd Summertide 122nd year of Ascendancy at 05:24 see stats
By Vyserus the Cornac Doomed level 20
47th Dusk 122nd year of Ascendancy at 11:18 see stats
By Vyserus the Cornac Doomed level 30
71st Haze 122nd year of Ascendancy at 10:40 see stats
By Vyserus the Cornac Doomed level 40
80th Regrowth 123rd year of Ascendancy at 07:42 see stats
By Vyserus the Cornac Doomed level 50
63rd Pyre 123rd year of Ascendancy at 21:15 see stats
By Vyserus the Cornac Doomed level 32
10th Decay 122nd year of Ascendancy at 03:08 see stats
By Vyserus the Cornac Doomed level 24
28th Haze 122nd year of Ascendancy at 12:44 see stats
By Vyserus the Cornac Doomed level 31
74th Haze 122nd year of Ascendancy at 14:47 see stats
By Vyserus the Cornac Doomed level 36
47th Regrowth 123rd year of Ascendancy at 17:59 see stats
By Vyserus the Cornac Doomed level 27
65th Haze 122nd year of Ascendancy at 23:15 see stats
By Vyserus the Cornac Doomed level 34
38th Regrowth 123rd year of Ascendancy at 05:11 see stats
By Vyserus the Cornac Doomed level 37
48th Regrowth 123rd year of Ascendancy at 10:15 see stats
By Vyserus the Cornac Doomed level 6
78th Pyre 122nd year of Ascendancy at 23:19 see stats
By Vyserus the Cornac Doomed level 48
59th Pyre 123rd year of Ascendancy at 05:14 see stats
By Vyserus the Cornac Doomed level 8
8th Mirth 122nd year of Ascendancy at 20:30 see stats
By Vyserus the Cornac Doomed level 39
72nd Regrowth 123rd year of Ascendancy at 00:43 see stats
By Vyserus the Cornac Doomed level 31
73rd Haze 122nd year of Ascendancy at 16:36 see stats
By Vyserus the Cornac Doomed level 25
62nd Haze 122nd year of Ascendancy at 19:26 see stats
By Vyserus the Cornac Doomed level 29
71st Haze 122nd year of Ascendancy at 10:40 see stats
Log
Vyserus strikes Herald of oblivion in the darkness (+27% damage).
Vyserus hits Herald of oblivion for 202 mind damage.
Your hatred grows even as your life fades! (+25 hate)
Vyserus is not silenced anymore.
Vyserus overcomes the madness
Vyserus is free of the entropy.
Talent Willful Strike is ready to use.
Vyserus HEALS from darkness damage!
Agony from Vyserus's Temporal Clone hits Vyserus for 944 mind damage.
Curse of Death from Herald of oblivion hits Vyserus for (12 antimagic), 0 darkness, 21 healing (0 total damage) [21 healing].
Vyserus the level 50 cornac doomed was psyched to death by a Vyserus's Temporal Clone on level 1 of Vor Pride.
--------------------------------
Vyserus gains 1% of a turn from Ancestral Life.
Terror is free from the ice.
Terror is free from the ice.
Terror's is no longer weakened.
Terror is free from the ice.
Vyserus deactivates Antimagic Shield.
Vyserus is no longer cursed.
Vyserus deactivates Call Shadows.
Vyserus stops regenerating health quickly.
Vyserus feels pain again.
Vyserus deactivates Shadows Empathy.
Vyserus is no longer attuned.
Vyserus is no longer writhing in agony.
Vyserus deactivates Psiblades.
Vyserus deactivates Gesture of Pain.
Vyserus overcomes the madness.
Terror is free from the ice.
Shadow's is no longer weakened.