Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Weird Wyrmic 1.2.3My own take at wyrmics. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Allow Respec Anywhere 1.2.3Mesmer 1.2.5A magical class based on creating and shattering illusions. Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Verdant Class Pack 1.3.0Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Phantom Subrace 1.2.5Adds the Phantom subrace, focusing on speed. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! New Gem Types 1.2.4Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Gray's Illusions 1.2.3Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Blighted |
| Level / Exp | 28 / 86% |
| Size | small |
| Lifes / Deaths | Killed by Horned Horror at level 14 on the 65th Dusk 122nd year of Ascendancy at 12:40 0 / 7Killed by zombie bunny at level 25 on the 5th Decay 122nd year of Ascendancy at 14:00 Killed by Mad Archdruid at level 25 on the 5th Decay 122nd year of Ascendancy at 14:51 Killed by Grand Corruptor at level 27 on the 13rd Regrowth 123rd year of Ascendancy at 21:23 Killed by venom drake at level 28 on the 19th Regrowth 123rd year of Ascendancy at 05:29 Killed by wretchling at level 28 on the 19th Regrowth 123rd year of Ascendancy at 05:51 Killed by worm that walks at level 28 on the 19th Regrowth 123rd year of Ascendancy at 06:25 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 21 (base 10) |
| Constitution | 29 (base 12) |
| Magic | 27 (base 10) |
| Willpower | 74 (base 52) |
| Cunning | 92 (base 60) |
Resources
| Life | -123/676 |
| Hate | 62/100 |
| Psi | 164/164 |
| Healing Factor | 0.38584526533992 |
| Regeneration | 35.73313002313 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +62% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 15 |
| See Invisible | 25 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 37 |
| Crit Chance | 86% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 37 |
| Crit Chance | 85% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33.25 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60.525 |
| Crit Chance | 91% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | -9.9812985317347 (30%) |
| Defense | 7.867220342673 |
| Ranged Defense | 11.867220342673 |
| Fatigue | 0 |
| Physical Save | 50.802343128027 |
| Spell Save | 54.569009794694 |
| Mental Save | 68.86425734602 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Slumber | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Vengeance | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Finality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Fears | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Suffering | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gesture of Pain |
| talent | Memory |
| beneficial effect | The target's luck and cunning combine to grant it 57% higher combat critical chance, 57% higher mental critical chance, and 57% higher spell critical chance. Halflings's Luck |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, doing 52.37 blight damage per turn and reducing healing received by 63%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | A flow of life spins around the target, regenerating 91.56 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is corroded, reducing their accuracy by 15, their armor by 15, and their defense by 15. Corrode |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 2 defense. Evasion |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
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 Shardskin. * 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 |
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: 150. | 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. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of elder vampire blood. | 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 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour) pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 Curse of Shrouds A pair of boots made of leather. Press to compare |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 133, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 334.04 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
| On head | Decayed Visage (Misfortune) (0 def, 0 armour) Decayed Visage (Misfortune) (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +4 Wil / +4 Con Changes damage: +11% blight / +5% arcane Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Maximum vim: +25.00 Spell crit. chance: +2% Curse of Misfortune It can be used to activate talent Vimsense (costing 23 power out of 45/45) : Effective talent level: 2.0 Power cost: 23 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 13%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. Press to compare |
| On hands | Wyrmbreath (Misfortune) (0 def, 4 armour) Wyrmbreath (Misfortune) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Misfortune It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 112.48 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
| Tool | Hossenploss Spyglass Hossenploss SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +3 Cun See stealth: +15 See invisible: +15 This beautiful ornamented spyglass belonged to the possessions of Hossenploss, the infamous halfling burglar. Looking through it sharpens your senses. Press to compare |
| On fingers | Nightsong (Misfortune) Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Dark Tendrils (costing 37 power out of 50/50) : Effective talent level: 2.0 Power cost: 37 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 37 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
| On fingers | Bloodcaller (Nightmares) Bloodcaller (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% Curse of Nightmares You won the Ring of Blood trial, and this is your reward. Press to compare |
| Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +0.80 Stamina each turn: +0.60 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. Press to compare |
| In main hand | Arthamasin the pulsing mindstar (Corpses) (14-15.4 power, 32 apr, nature damage) Arthamasin the pulsing mindstar (Corpses) (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease * 15% chance to corrode armour Changes stats: +3 Wil Changes resistances: +9% acid Physical save: +10 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.50 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +29 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. Press to compare |
| Around waist | hardened leather belt 'Tarrigrim' (Shrouds) hardened leather belt 'Tarrigrim' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Wil / +1 Con Changes resistances: +8% cold / +10% fire Grants telepathy: Humanoid/Orc Curse of Shrouds A belt that goes around your waist. Press to compare |
| In off hand | Armesadil the thorny mindstar (Corpses) (9-9.9 power, 24 apr, mind damage) Armesadil the thorny mindstar (Corpses) (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% temporal Changes damage: +6% temporal Critical mult.: +10.00% Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. Press to compare |
| Cloak | resilient linen cloak of Eldoral (Shrouds) (1 def, 0 armour) resilient linen cloak of Eldoral (Shrouds) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +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. Press to compare |
| Main armor | Halyruizor (Nightmares) (2 def, 0 armour) Halyruizor (Nightmares) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +7 Mag Changes resistances penetration: +8% physical / +6% temporal Changes damage: +10% physical / +8% temporal / +12% mind / +8% all Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Spellpower: +12 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +8 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Inventory
heroism infusion of the wizard (+9 for 9 turns, die at -400) heroism infusion of the wizard (+9 for 9 turns, die at -400)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -400 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 475 over 5 turns) regeneration infusion of the sneak (heal 475 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 475 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. acid wave rune (82 acid damage; dur 5; apply 20)acid wave rune (82 acid damage; dur 5; apply 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 82.08 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 178 for 3 turns) shielding rune of the duelist (absorb 178 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 178 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 275 for 4 turns) shielding rune of the psychic (absorb 275 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bregomas the Tempestmistress Bregomas the TempestmistressInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Cun / +1 Wil Changes resistances: +3% lightning / +14% temporal Pinning immunity: +29% Knockback immunity: +34% Amulets can have magical properties. Press to compare |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
warmaker's gold amulet of vision warmaker's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +7 Dex / +6 Wil Blindness immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. Press to compare |
Drakalthochik the gold ring (Misfortune) Drakalthochik the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +1 Mag Grants telepathy: Demon/Minor Demon/Major Curse of Misfortune Rings can have magical properties. Press to compare |
Guwe the gold ring (Madness) Guwe the gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str Changes resistances: +3% cold / +6% nature / +6% light Curse of Madness Rings can have magical properties. Press to compare |
Inertial Twine (Madness) Inertial Twine (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
Ring of Growth (Madness) Ring of Growth (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
copper ring of lightning (+20%) (Misfortune) copper ring of lightning (+20%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Curse of Misfortune Rings can have magical properties. Press to compare |
marksman's copper ring of the mountain (+11%) (Madness) marksman's copper ring of the mountain (+11%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +11% physical Changes damage: +11% physical Curse of Madness Rings can have magical properties. Press to compare |
mule's gold ring of pilfering (Madness) mule's gold ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+11 eff.) Armour penetration: +10 Defense: +9 (+9 eff.) Fatigue: -5% Maximum encumbrance: +24 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
mule's gold ring of pilfering (Nightmares) mule's gold ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +9 Defense: +12 (+12 eff.) Fatigue: -4% Maximum encumbrance: +28 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
psionicist's copper ring (Madness) psionicist's copper ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Curse of Madness Rings can have magical properties. Press to compare |
savage's steel ring (Misfortune) savage's steel ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Curse of Misfortune Rings can have magical properties. Press to compare |
savior's steel ring of frost (+22%) (Misfortune) savior's steel ring of frost (+22%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Curse of Misfortune Rings can have magical properties. Press to compare |
sneakthief's steel ring (Nightmares) sneakthief's steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +5 Cun / +5 Dex Curse of Nightmares Rings can have magical properties. Press to compare |
steel ring 'Boltonslaught' (Shrouds) steel ring 'Boltonslaught' (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+13 eff.) Changes stats: +8 Dex / +5 Cun / +3 Con Changes resistances: +5% arcane / +12% lightning Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Curse of Shrouds Rings can have magical properties. Press to compare |
titan's copper ring (Corpses) titan's copper ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe (Shrouds) (45.5-68.25 power, 3 apr)acidic stralite battleaxe (Shrouds) (45.5-68.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid Curse of Shrouds Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (Nightmares) (18.5-24.05 power, 7 apr)dwarven-steel dagger (Nightmares) (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel longsword of phasing (Madness) (22-30.8 power, 12 apr)elemental dwarven-steel longsword of phasing (Madness) (22-30.8 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +21% When wielded/worn: Changes resistances penetration: +10% acid / +7% fire / +9% cold / +10% lightning Curse of Madness Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel mace (Corpses) (28.5-39.9 power, 4 apr)thunderous dwarven-steel mace (Corpses) (28.5-39.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 11% chance to daze When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Curse of Corpses Blunt and deadly. Press to compare |
Airtreason (Misfortune) (8-8.8 power, 24 apr, nature damage) Airtreason (Misfortune) (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% light / +10% mind Changes resistances penetration: +5% lightning Changes damage: +6% acid / +9% lightning Mindpower: +6 (+2 eff.) Mental crit. chance: +3% See stealth: +7 See invisible: +10 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. Press to compare |
Falcon's Eye (Nightmares) (7-7.7 power, 15 apr, mind damage) Falcon's Eye (Nightmares) (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 Curse of Nightmares It can be used to activate talent Earth's Eyes (costing 14 power out of 18/18) : Effective talent level: 1.0 Power cost: 14 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. Press to compare |
Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather belt of transcendence (Corpses)hardened leather belt of transcendence (Corpses) Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +8 (+3 eff.) Mindpower: +7 (+2 eff.) Curse of Corpses A belt that goes around your waist. Press to compare |
Wrap of Stone (Madness) (0 def, 10 armour) Wrap of Stone (Madness) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) Curse of Madness It can be used to activate talent Stone Wall (costing 55 power out of 60/60) : Effective talent level: 1.0 Power cost: 55 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.58 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere cloak of protection (Misfortune) (2 def, 0 armour)cashmere cloak of protection (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
linen cloak of protection (Corpses) (1 def, 0 armour) linen cloak of protection (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Yeek-fur Robe (Shrouds) (9 def, 3 armour) Yeek-fur Robe (Shrouds) (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+9 eff.) Changes resistances: +0% mind / +20% cold Changes damage: +5% mind Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Shrouds A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. Press to compare |
Beloda the pair of dwarven-steel boots (Misfortune) (4 def, 4 armour) Beloda the pair of dwarven-steel boots (Misfortune) (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +3% Changes stats: +1 Str / +2 Dex / +1 Mag Reduces incoming crit damage: 5.00% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of hardened leather boots of phasing (Madness) (0 def, 3 armour)blood-soaked pair of hardened leather boots of phasing (Madness) (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +3 Mag Curse of Madness It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 23 turns. A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Duvikath' (Madness) (4 def, 8 armour)pair of dwarven-steel boots 'Duvikath' (Madness) (4 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+4 eff.) Physical crit. chance: +2.0% Armour: +8 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: -1% Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Life regen: +0.80 Stamina each turn: +0.20 Infravision radius: +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of tirelessness (Shrouds) (0 def, 3 armour)pair of hardened leather boots of tirelessness (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +18.00 Curse of Shrouds A pair of boots made of leather. Press to compare |
stealthy pair of hardened leather boots of disengagement (Nightmares) (0 def, 3 armour) stealthy pair of hardened leather boots of disengagement (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +3 Cun / +8 Lck Stealth bonus: +7 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. Press to compare |
restful small tauntlets of strength (+2) (Madness) (0 def, 2 armour) restful small tauntlets of strength (+2) (Madness) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +2 Changes stats: +2 Str Talent granted: +1 Block Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +10.00 Tauntlets behave like a shield, and allow you to block attacks. 11 block power. Curse of Madness A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
scouring rough leather gloves of dexterity (+3) (Shrouds) (0 def, 1 armour) scouring rough leather gloves of dexterity (+3) (Shrouds) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+11 eff.) Armour: +1 Effects when hit in melee: * 16% chance to reduce powers by 20% * 15 arcane resource burn Changes stats: +3 Dex Spell save: +10 (+3 eff.) Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
umbral small tauntlets of strength (+3) (Misfortune) (0 def, 2 armour) umbral small tauntlets of strength (+3) (Misfortune) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +3 Str Changes resistances: +6% darkness Changes damage: +3% darkness Talent granted: +1 Block Tauntlets behave like a shield, and allow you to block attacks. 9 block power. Curse of Misfortune A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
Un'fezan's Cap (Nightmares) (1 def, 0 armour) Un'fezan's Cap (Nightmares) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Nightmares It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. Press to compare |
champion's dwarven-steel helm of precognition (Shrouds) (5 def, 4 armour) champion's dwarven-steel helm of precognition (Shrouds) (5 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +4 Defense: +5 (+5 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Str / +3 Wil / +2 Cun Mental save: +7 (+2 eff.) Light radius: +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (Madness) (0 def, 4 armour)dwarven-steel helm (Madness) (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
dwarven-steel helm of strength (+4) (Shrouds) (0 def, 4 armour) dwarven-steel helm of strength (+4) (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
iron helm 'Ce'Nunn' (Nightmares) (0 def, 3 armour) iron helm 'Ce'Nunn' (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +3 Cun / +3 Dex Changes resistances: +3% mind Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour (Corpses) (3 def, 8 armour)enlightening dwarven-steel mail armour (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Changes stats: +3 Cun / +4 Wil Mental save: +11 (+3 eff.) Curse of Corpses A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. stralite plate armour of stability (Nightmares) (7 def, 13 armour)stralite plate armour of stability (Nightmares) (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+7 eff.) Fatigue: +26% Changes resistances: +7% physical Physical save: +16 (+5 eff.) Curse of Nightmares A suit of armour made of metal plates. Press to compare |
5 hematite 5 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
52 alchemist agate 52 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 19 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Press to compare |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 184 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 geode 3 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. forceful elven-wood totem of cure ailments [power 3] (10 cooldown)forceful elven-wood totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Kin the Halfling Blighted level 16
1st Haze 122nd year of Ascendancy at 12:49 see stats
Exterminator
Killed 1000 creatures.By Kin the Halfling Blighted level 17
13rd Haze 122nd year of Ascendancy at 03:10 see stats
Got eggs?
Finish the Pikataclysm event.By Kin the Halfling Blighted level 25
5th Decay 122nd year of Ascendancy at 16:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kin the Halfling Blighted level 22
75th Haze 122nd year of Ascendancy at 20:52 see stats
Level 10
Got a character to level 10.By Kin the Halfling Blighted level 10
3rd Summertide 122nd year of Ascendancy at 09:24 see stats
Level 20
Got a character to level 20.By Kin the Halfling Blighted level 20
21st Haze 122nd year of Ascendancy at 23:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kin the Halfling Blighted level 12
54th Dusk 122nd year of Ascendancy at 16:38 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kin the Halfling Blighted level 26
2nd Regrowth 123rd year of Ascendancy at 18:52 see stats
Size matters
Did over 600 damage in one attack.By Kin the Halfling Blighted level 25
5th Decay 122nd year of Ascendancy at 12:00 see stats
That was close
Killed your target while having only 1 life left.By Kin the Halfling Blighted level 25
5th Decay 122nd year of Ascendancy at 12:08 see stats
The Arena
Unlocked Arena mode.By Kin the Halfling Blighted level 8
5th Mirth 122nd year of Ascendancy at 12:34 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Kin the Halfling Blighted level 15
75th Dusk 122nd year of Ascendancy at 04:37 see stats
The secret city
Discovered the truth about mages.By Kin the Halfling Blighted level 10
2nd Flare 122nd year of Ascendancy at 06:18 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kin the Halfling Blighted level 28
18th Regrowth 123rd year of Ascendancy at 18:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kin the Halfling Blighted level 18
13rd Haze 122nd year of Ascendancy at 18:20 see stats
Log
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Kin for 18 acid damage.
Kin receives 89 healing from Worm that walks.
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Kin for 23 acid damage.
Kin hits Worm that walks for 293 mind damage.
Kin evades Venom drake hatchling.
Worm that walks casts Epidemic.
Kin shrugs off the effect 'Epidemic'!
Kin is afflicted by an epidemic!
Your hatred grows even as your life fades! (+4 hate)
The diseases of worm that walks spread!
Venom drake hatchling is afflicted by an epidemic!
Wretchling is afflicted by an epidemic!
Carrion worm mass resists the disease!
Venom wyrm is afflicted by an epidemic!
Venom drake hatchling is afflicted by an epidemic!
Saving game...
