
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Adventurer Testing Cheat 1.3.1For testing purposes of adventurer synergies Steamtech UI 1.1.4 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Superhuman |
| Class | Adventurer |
| Level / Exp | 152 / 52% |
| Size | huge |
| Lifes / Deaths | Killed by Glunne the shadowblade at level 152 on the 5th Dusk 122nd year of Ascendancy at 06:25 / 1 |
Primary Stats
| Strength | 316 (base 161) |
| Dexterity | 217.2479581209 (base 161) |
| Constitution | 309.2479581209 (base 161) |
| Magic | 175 (base 161) |
| Willpower | 216.2479581209 (base 161) |
| Cunning | 238.2479581209 (base 161) |
Resources
| Mana | 1224/1233 |
| Life | -11242/13616 |
| Paradox | 320 |
| Hate | 145/145 |
| Psi | 0/1430 |
| Vim | 64/789 |
| Positive | 0/461 |
| Stamina | 873/822 |
| Equilibrium | 48 |
| Healing Factor | 1.1199494324585 |
| Regeneration | 61.513732516996 |
Speed
| Mental | +100.38218151742% |
| Attack | -4.4408920985006E-14% |
| Movement | +2534.1438866511% |
| Spell | -4.4408920985006E-14% |
| Global | +391.89038558005% |
Vision
| Sight | 25 |
| Lite | 26 |
| See Stealth | 90.738674037842 |
| See Invisible | 129.98663215874 |
Offense: Mainhand
| Damage | 659 |
| Accuracy | 89 |
| Crit Chance | 281% |
| APR | 178 |
| Speed | 0.50 |
Offense: Offhand
| Damage | 722 |
| Accuracy | 89 |
| Crit Chance | 289% |
| APR | 172 |
| Speed | 0.50 |
Offense: Spell
| Spellpower | 124.79749771307 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 145.44982605041 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +26% |
Offense: Damage Penetration
| All | +14% |
Defense: Base
| Armour (hardiness) | 293.03117113134 (100%) |
| Defense | 122.18840671779 |
| Ranged Defense | 124.13468944071 |
| Fatigue | 0 |
| Physical Save | 99.31201202888 |
| Spell Save | 99.31201202888 |
| Mental Save | 99.31201202888 |
Defense: Resistances
| All | + 74%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 75% |
| Poison Resistance | 88% |
| Blind Resistance | 100% |
| Silence Resistance | 75% |
| Bleed Resistance | 88% |
| Teleport Resistance | 100% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 666 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 870 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 250 damage for 25 turns. |
Class Talents
| Cursed / Gloom | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Psionic / Absorption | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 15/5 |
| 9/5 |
| 15/5 |
| 15/5 |
| Cunning / Thug | 1.00 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Corruption / Torture | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Psionic / Focus | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.50 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Cunning / Raider | 1.00 |
| 1/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Cursed / Rampage | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Corruption / Heart of Fire | 1.00 |
| 15/5 |
| 1/5 |
| 15/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Corruption / Spellblaze | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Technique / Magical combat | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Chronomancy / Speed Control | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Technique / Executioner | 1.00 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 15/5 |
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Spell / Stone | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
| Cursed / Endless hunt | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 15/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Technique / Combat training | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 15/5 |
| 3/5 |
| 1/5 |
| 15/5 |
| Wild-gift / Harmony | 2.00 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 15/5 |
| 1/5 |
| 15/5 |
| 15/5 |
| Corruption / Torment | 1.00 |
| 15/5 |
| 1/5 |
| 15/5 |
| 15/5 |
| Cunning / Scoundrel | 1.00 |
| 15/5 |
| 15/5 |
| 1/5 |
| 15/5 |
| Cursed / Cursed aura | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Wild-gift / Genetics | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Wild-gift / Mutations | 1.00 |
| 1/5 |
| 15/5 |
| 2/5 |
| 15/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 15/5 |
| 0/5 |
| Corruption / Black-magic | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 1/5 |
| Cursed / Gestures | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 15/5 |
| Psionic / Augmented mobility | 1.00 |
| 15/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Shattered Mind |
| talent | Mutant |
| talent | Tale of Destruction |
| talent | Hitman |
| talent | Arcane Feed |
| talent | Lightning Infusion |
| talent | Energy Decomposition |
| talent | Stalk |
| talent | Abyssal Shield |
| talent | Gloom |
| talent | Pillager |
| talent | Psiblades |
| talent | Mitosis |
| talent | Lacerating Strikes |
| talent | Spellcraft |
| talent | Eternal Suffering |
| talent | Willful Tormenter |
| talent | Elemental Harmony |
| talent | Rain of Fire |
| talent | Surge |
| talent | Beyond the Flesh |
| talent | Bleak Outcome |
| talent | Kinetic Shield |
| talent | Reality Smearing |
| talent | Blood Vengeance |
| talent | Thermal Shield |
| talent | Overkill |
| talent | Chant of Resistance |
| talent | Frostdusk |
| talent | Crystalline Focus |
| talent | Mental Tyranny |
| talent | Vampiric Gift |
| talent | Skate |
| talent | Essence of Speed |
| talent | Searing Sight |
| talent | Weapon Folding |
| talent | Quicken Spells |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 12. Bloodlust |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+61% global speed). Clarity |
| detrimental effect | Damage received in the past is returned as 2103.02 paradox damage per turn. Reality Smearing |
| beneficial effect | Increases armour by 63. Elemental Harmony |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 3. Poisons and diseases have a 38% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The target is off balance and is 110% more likely to be crit by the target that set it up. In addition all its saves are reduced by 110. Set Up |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.6)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +26% critical damage, +27% off-hand weapon damage Power 2+: -1 Luck, +16 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The thrill of combat improves the target's maximum life by 22%, life regeneration by 9.37, and stamina regeneration by 1.87. Bloodbath |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is rampaging! (+629% movement speed, +100% attack speed, +70% physical damage, +41 physical save, +41 mental save, 267/267 damage shrugged off this turn) Rampaging |
| beneficial effect | The target is recovering 473 life each turn. Recovery |
| detrimental effect | The target has recently suffered, and cannot do so again yet. Suffered |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +15 Defense, +8 Ranged Defense Power 2+: -1 Luck, +14 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+54% chance to avoid traps). Power 4+: Unfortunate End: There is a 39% chance that the damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The target has been splashed with acid, taking 188.90 acid damage per turn, reducing armour by 92 and attack by 80. Acid Splash |
| beneficial effect | Movement is 1420% faster. Escape Plan |
| detrimental effect | This character's flames are feeding the source, healing them for 10 per turn and giving them 6 vim. Devouring flames |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +12 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 19 air and an additional 8 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 10 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (41). Armor Corroded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +26 Darkness Resistance, +14% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 28% 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 28% for 3 turns. |
Quests
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 Chant of Fortitude (+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 talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1246. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | parasitic living mindstar of the jelly (Madness) (16.5-18.15 power, 113 apr, nature damage) parasitic living mindstar of the jelly (Madness) (16.5-18.15 power, 113 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 153% Wil, 50% Mag, 74% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +113 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Equilibrium when hit: +2.30 Hate when firing a critical mind attack: +6.00 Maximum hate: +19.00 Mindpower: +25 (+3 eff.) Mental crit. chance: +5% Life leech chance: +24% Life leech: +25% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
| Quiver | The Titan's Quiver (Madness) (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (Madness) (18/18, 62-86.8 power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 120% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall Curse of Madness These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. Press to compare |
| On hands | Furnacestalker (Shrouds) (0 def, 3 armour) Furnacestalker (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal / 4 fire Changes stats: +5 Dex / +6 Con Changes resistances penetration: +10% acid / +10% fire Changes damage: +9% temporal Physical save: +30 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +48% Life regen: +12.00 Stamina each turn: +2.50 Psi each turn: +0.61 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (20% chance level 2). On weapon hit: * 40% chance to corrode armour Damage (Melee): +8 acid / +29 physical / +16 fire Burst (radius 2) on crit: +16 acid / +8 fire Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Light source | Mirewolf the dwarven lantern (Shrouds) Mirewolf the dwarven lantern (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Con Changes resistances: +9% blight / +12% darkness / +9% acid Changes resistances penetration: +14% all Life regen: +3.30 Light radius: +10 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Belitta the voratun helm (Misfortune) (0 def, 5 armour) Belitta the voratun helm (Misfortune) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +14 Str / +8 Dex / +4 Mag / +10 Wil / +7 Con Changes resistances: +15% blight / +12% temporal Changes resistances penetration: +10% arcane / +15% acid Spell save: +12 (+0 eff.) Mental save: +13 (+2 eff.) Mana when firing critical spell: +4.00 Spellpower: +8 (+1 eff.) See invisible: +6 Damage Shield penetration: +50% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| On feet | pair of drakeskin leather boots 'Aerenn' (Misfortune) (0 def, 5 armour) pair of drakeskin leather boots 'Aerenn' (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 physical Changes stats: +9 Str / +1 Dex / +6 Wil / +15 Con Changes resistances penetration: +25% physical Changes damage: +6% acid / +10% physical Physical save: +9 (+0 eff.) Silence immunity: +50% Confusion immunity: +49% Stun/Freeze immunity: +50% Stamina each turn: +0.60 Maximum stamina: +5.00 Mindpower: +9 (+1 eff.) Size category: +1 Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. Press to compare |
| Tool | Eye of the Dreaming One (Madness) Eye of the Dreaming One (Madness)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 33 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
| On fingers | Pureripper (Nightmares) Pureripper (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +17 (+2 eff.) Changes stats: +2 Str / +10 Dex / +8 Wil / +8 Cun / +2 Con Changes resistances: +47% acid / +6% nature Changes resistances penetration: +15% nature Changes damage: +19% acid / +8% all Blindness immunity: +15% Disease immunity: +25% Knockback immunity: +15% Spellpower: +15 (+2 eff.) Mindpower: +18 (+2 eff.) See invisible: +18 Curse of Nightmares Rings can have magical properties. Press to compare |
| On fingers | Nimbusveil (Madness) Nimbusveil (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 40% Changes resistances: +15% acid / +6% cold / +28% fire Changes resistances penetration: +5% lightning Changes damage: +14% fire / +8% all Mental save: +12 (+2 eff.) Confusion immunity: +34% Spellpower: +13 (+2 eff.) Mindpower: +16 (+2 eff.) Curse of Madness Rings can have magical properties. Press to compare |
| Around neck | Chargeglamour the voratun amulet (Shrouds) Chargeglamour the voratun amulet (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Damage when hit (Melee): 12 acid / 16 lightning Changes resistances: +9% blight / +12% lightning Changes resistances cap: +7% all Changes resistances penetration: +15% blight Changes damage: +6% acid Physical save: +27 (+0 eff.) Teleport immunity: +100% Curse of Shrouds It can be used to teleport you randomly (rad 219), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
| In main hand | living mindstar 'Beluyanor' (Madness) (16.5-18.15 power, 118 apr, nature damage) living mindstar 'Beluyanor' (Madness) (16.5-18.15 power, 118 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. The set is complete. Base power: 16.5 - 18.2 Uses stats: 153% Wil, 50% Mag, 74% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +118 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +14 (+2 eff.) Damage when hit (Melee): 16 physical Changes resistances: +10% blight / +6% temporal Changes damage: +10% nature Disease immunity: +20% Hate when firing a critical mind attack: +6.00 Maximum hate: +20.00 Mindpower: +54 (+7 eff.) Mental crit. chance: +10% Life leech chance: +23% Life leech: +25% Max wilder summons: +1 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
| Around waist | Lelozilarath (Nightmares) Lelozilarath (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 16 temporal Changes stats: +6 Dex / +6 Cun / +12 Con Changes resistances: +6% fire Changes damage: +3% temporal Spell save: +15 (+0 eff.) Mental save: +28 (+5 eff.) Disease immunity: +15% Knockback immunity: +20% Mindpower: +20 (+2 eff.) Mental crit. chance: +13% Curse of Nightmares A belt that goes around your waist. Press to compare |
| In off hand | Duathelpain (Nightmares) (16-17.6 power, 113 apr, nature damage) Duathelpain (Nightmares) (16-17.6 power, 113 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. The set is complete. Base power: 16.0 - 17.6 Uses stats: 153% Wil, 50% Mag, 74% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +113 Physical crit. chance: +13.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% * 19% chance to corrode armour Damage (Melee): +8 darkness When wielded/worn: Armour: +0 Changes resistances: +6% acid / +6% cold / +19% nature Changes resistances penetration: +8% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Silence immunity: +5% Life regen: +1.60 Equilibrium when hit: +1.90 Maximum life: +50.00 Mindpower: +25 (+3 eff.) Mental crit. chance: +5% Max wilder summons: +1 Curse of Nightmares It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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 | elven-silk cloak 'Phoenixspitter' (Misfortune) (26 def, 15 armour) elven-silk cloak 'Phoenixspitter' (Misfortune) (26 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +15 Defense: +26 (+6 eff.) Changes resistances: +17% nature / +14% blight Changes damage: +12% fire Physical save: +43 (+0 eff.) Spell save: +40 (+0 eff.) Mental save: +43 (+7 eff.) Disease immunity: +5% Silence immunity: +20% Knockback immunity: +10% Teleport immunity: +10% Life regen: +1.90 Healing mod.: +24% 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 |
| Main armor | Cobratitan (Misfortune) (29 def, 26 armour) Cobratitan (Misfortune) (29 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +29 (+6 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +7 Cun / +3 Wil Changes resistances: +29% acid / +30% lightning / +12% cold / +12% nature / +36% fire Changes resistances penetration: +15% lightning Physical save: +9 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +25 (+4 eff.) Disease immunity: +20% Maximum hate: +6.00 Mindpower: +8 (+1 eff.) Curse of Misfortune A suit of armour made of metal plates. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion of the sneak (heal 629) healing infusion of the sneak (heal 629)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 629 and cleanse 1 wound and poison effect. 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. |
regeneration infusion of the duelist (heal 799 over 5 turns) regeneration infusion of the duelist (heal 799 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 799 life over 5 turns. Its effects scale with your Dexterity 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 |
regeneration infusion of the psychic (heal 1046 over 5 turns) regeneration infusion of the psychic (heal 1046 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1046 life over 5 turns. Its effects scale with your Willpower 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 |
regeneration infusion of the psychic (heal 795 over 5 turns) regeneration infusion of the psychic (heal 795 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 795 life over 5 turns. Its effects scale with your Willpower 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 |
regeneration infusion of the sneak (heal 870 over 5 turns) regeneration infusion of the sneak (heal 870 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 870 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 |
regeneration infusion of the warrior (heal 1327 over 5 turns) regeneration infusion of the warrior (heal 1327 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1327 life over 5 turns. Its effects scale with your Strength 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 |
wild infusion of the wizard (resist 30%; cure magical, mental) wild infusion of the wizard (resist 30%; cure magical, mental)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
heroism infusion of the warrior (+50 for 11 turns, die at -1918) heroism infusion of the warrior (+50 for 11 turns, die at -1918)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: 20 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 50 for 11 turns. While Heroism is active, you will only die when reaching -1918 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 Strength 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. |
movement infusion of the psychic (1337% speed; 7 turns) movement infusion of the psychic (1337% speed; 7 turns)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1337% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
movement infusion of the titan (1327% speed; 6 turns) movement infusion of the titan (1327% speed; 6 turns)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1327% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
movement infusion of the warrior (1398% speed; 6 turns) movement infusion of the warrior (1398% speed; 6 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1398% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
shielding rune of the duelist (absorb 774 for 4 turns) shielding rune of the duelist (absorb 774 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: 17 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 774 damage for 4 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. Press to compare |
Withering Orbs (Corpses) Withering Orbs (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
Blazenaught the steel amulet (Corpses) Blazenaught the steel amulet (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 blight Changes stats: +4 Mag Changes damage: +5% physical / +4% temporal / +5% darkness / +5% light Talent mastery: +0.14 Chronomancy / Temporal Combat Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Curse of Corpses Amulets can have magical properties. Press to compare |
Delodutar (Shrouds) Delodutar (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 6% chance to blind * 5% chance to inflict damage reduction Changes stats: +2 Dex / +2 Mag / +3 Wil Changes damage: +4% physical / +4% temporal / +12% darkness / +10% light Mental save: +5 (+1 eff.) Confusion immunity: +13% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +7 (+1 eff.) Curse of Shrouds Amulets can have magical properties. Press to compare |
Mirror Shards (Madness) Mirror Shards (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Madness It can be used to create a reflective shield (50% reflection rate, 500 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
Getythad the Sparkwinter (Madness) Getythad the Sparkwinter (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +7 Dex / +9 Wil Changes resistances: +3% lightning / +6% temporal Changes damage: +6% lightning / +18% temporal Mental save: +23 (+4 eff.) Confusion immunity: +44% Mindpower: +29 (+4 eff.) Curse of Madness Amulets can have magical properties. Press to compare |
voratun amulet 'Halydar' (Misfortune) voratun amulet 'Halydar' (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +6 Wil Changes resistances: +6% light Changes damage: +6% acid / +6% fire / +8% lightning / +7% cold Physical save: +23 (+0 eff.) Spell save: +25 (+0 eff.) Mental save: +35 (+6 eff.) Cut immunity: +20% Confusion immunity: +16% Stun/Freeze immunity: +15% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +14 (+2 eff.) Curse of Misfortune Amulets can have magical properties. Press to compare |
copper ring of light (+20%) (Madness) copper ring of light (+20%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Curse of Madness Rings can have magical properties. Press to compare |
warrior's copper ring of corrosion (+20%) (Nightmares) warrior's copper ring of corrosion (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% acid Changes damage: +10% acid Curse of Nightmares Rings can have magical properties. Press to compare |
Belylle (Corpses) Belylle (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Wil Changes resistances: +10% mind Changes damage: +10% mind Mental save: +4 (+1 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
Corpsepyre the steel ring (Corpses) Corpsepyre the steel ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +12 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +7 (+1 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
Korevon the steel ring (Nightmares) Korevon the steel ring (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +6 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +12 (+0 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
Vargh Redemption (Misfortune) Vargh Redemption (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Misfortune It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 44.57 cold and 67.49 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
steel ring 'Gorazor' (Madness) steel ring 'Gorazor' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Cun Changes resistances: +22% darkness Changes damage: +11% darkness / +3% arcane Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +5 Curse of Madness Rings can have magical properties. Press to compare |
Elemental Fury (Nightmares) Elemental Fury (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. Press to compare |
Wheel of Fate (Misfortune) Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +12 Cun / +8 Dex Changes resistances: +24% darkness / +6% light Changes damage: +12% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Light radius: +1 Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
Bolbum's Big Knocker (Corpses) (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (Corpses) (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% Curse of Corpses It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. Press to compare |
Staff of Arcane Supremacy (Madness) (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (Madness) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) Curse of Madness It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. Press to compare |
Staff of Destruction (Shrouds) (20-24 power, 4 apr, physical element) Staff of Destruction (Shrouds) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Shrouds This unique-looking staff is carved with runes of destruction. Press to compare |
The Gaping Maw (Shrouds) (72-108 power, 4 apr) The Gaping Maw (Shrouds) (72-108 power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) Curse of Shrouds This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. Press to compare |
Spellcrusher (Corpses) (32-48 power, 4 apr) Spellcrusher (Corpses) (32-48 power, 4 apr)Requires: - Magic 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+0 eff.) Curse of Corpses This large steel greatmaul has thick vines wrapped around the handle. Press to compare |
Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr) Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 50% Mag, 60% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. Press to compare |
Orc Feller (Nightmares) (45-58.5 power, 11 apr) Orc Feller (Nightmares) (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 85% Mag, 33% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Nightmares During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. Press to compare |
Eye of Winter (Misfortune) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Misfortune) (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. Press to compare |
Writhing Essence of Nightmares (Misfortune) (15-16.5 power, 20 apr, darkness damage) Writhing Essence of Nightmares (Misfortune) (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune It can be used to activate talent Waking Nightmare (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 87.25 darkness damage each turn for 6 turns, and has a 46% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. Press to compare |
Eyal's Will (Corpses) (22-24.2 power, 40 apr, nature damage) Eyal's Will (Corpses) (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Curse of Corpses It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 10, doing 176.76 slime damage for 18 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. Press to compare |
Sunpiety the living mindstar (Shrouds) (16-17.6 power, 40 apr, mind damage) Sunpiety the living mindstar (Shrouds) (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This natural frost should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +16 light When wielded/worn: Armour: +9 Damage when hit (Melee): 20 acid / 8 arcane / 20 ice Changes resistances: +20% acid / +20% cold / +6% mind / +10% blight Changes resistances penetration: +18% acid / +12% cold / +5% arcane Changes damage: +19% acid / +10% nature / +17% cold / +6% arcane / +6% mind Disease immunity: +25% Life regen: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. Press to compare |
parasitic living mindstar of clarity (Misfortune) (16-17.6 power, 40 apr, nature damage) parasitic living mindstar of clarity (Misfortune) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talents cooldown: Kinetic Leech (+0(-) turn) Charged Shield (+0(-) turn) Charge Leech (+0(-) turn) Thermal Leech (+0(-) turn) Thermal Shield (+0(-) turn) Kinetic Shield (+0(-) turn) Mental save: +5 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Maximum psi: +17.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +14% Life leech: +7% 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 |
Eldoral Last Resort (Nightmares) Eldoral Last Resort (Nightmares)Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) Curse of Nightmares A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. Press to compare |
Quiver of Domination (Corpses) (20/20, 24-33.6 power, 8 apr) Quiver of Domination (Corpses) (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 50% Wil, 36% Cun, 100% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Curse of Corpses Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. Press to compare |
Pouch of the Subconscious (Madness) (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (Madness) (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Mag, 92% Cun, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow Curse of Madness You find yourself constantly fighting an urge to handle this strange pouch of shot. Press to compare |
Summertide (Misfortune) (17 def, 15 armour, 260 block) Summertide (Misfortune) (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 Curse of Misfortune It can be used to send out a range 7 beam, lighting its path and dealing 172.65 to 215.82 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. Press to compare |
Temporal Rift (Misfortune) (8 def, 4 armour, 325 block) Temporal Rift (Misfortune) (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+0 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Curse of Misfortune Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. Press to compare |
drakeskin leather armour 'Baroduhad' (Nightmares) (18 def, 18 armour) drakeskin leather armour 'Baroduhad' (Nightmares) (18 def, 18 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +12 Armour: +18 Defense: +18 (+4 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour * 30% chance to gain 10% of a turn Damage (Melee): 10 acid Damage (Ranged): 8 acid Changes stats: +4 Cun Changes resistances: +18% acid / +25% nature Changes resistances penetration: +20% temporal Changes damage: +6% temporal Mental save: +13 (+2 eff.) Life regen: +12.80 Healing mod.: +23% Curse of Nightmares A suit of armour made of leather. Press to compare |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour) Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 140.11 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. Press to compare |
Kheludas the Voidsun (Shrouds) (9 def, 16 armour) Kheludas the Voidsun (Shrouds) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 60% chance to inflict damage reduction Changes stats: +6 Str / +3 Mag / +15 Wil / +9 Cun / +6 Con Changes resistances: +10% acid / +18% physical / +15% cold / +14% fire / +15% lightning Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Physical save: +50 (+0 eff.) Mental save: +25 (+4 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Life regen: +3.70 Maximum life: +93.00 Infravision radius: +4 Healing mod.: +49% Curse of Shrouds A suit of armour made of metal plates. Press to compare |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Rope Belt of the Thaloren (Nightmares) Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
Jaw of Rogroth (Shrouds) Jaw of Rogroth (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Curse of Shrouds It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. Press to compare |
Fearfire Mantle (Nightmares) (14 def, 0 armour) Fearfire Mantle (Nightmares) (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Nightmares Black fires born of a blackened heart. Press to compare |
Serpentine Cloak (Madness) (10 def, 0 armour) Serpentine Cloak (Madness) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Curse of Madness It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 16 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. Press to compare |
cashmere cloak 'Boltraider' (Nightmares) (2 def, 6 armour) ===== cashmere cloak 'Boltraider' (Nightmares) (2 def, 6 armour) =====Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Changes resistances: +12% cold Changes resistances penetration: +10% lightning Mental save: +12 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
miner's pair of rough leather boots of uncanny dodging (Misfortune) (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (Misfortune) (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Infravision radius: +1 Curse of Misfortune A pair of boots made of leather. Press to compare |
Eden's Guile (Shrouds) (2 def, 1 armour) Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Flamewrought (Nightmares) (0 def, 2 armour) Flamewrought (Nightmares) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire Curse of Nightmares It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 251.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
rough leather gloves of magic (+3) (Misfortune) (0 def, 1 armour) rough leather gloves of magic (+3) (Misfortune) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Damage (Melee): +4 arcane Burst (radius 2) on crit: +6 arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
sand rough leather gloves of dexterity (+2) (Misfortune) (0 def, 6 armour) ====== sand rough leather gloves of dexterity (+2) (Misfortune) (0 def, 6 armour) ======Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +4% physical When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +5 physical Burst (radius 2) on crit: +6 physical Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Yvodanne the hardened leather gloves (Nightmares) (0 def, 2 armour) Yvodanne the hardened leather gloves (Nightmares) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 light / 10 temporal Damage (Ranged): 16 temporal Damage when hit (Melee): 4 acid Changes resistances: +7% light / +17% temporal Changes damage: +4% light / +6% temporal When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% On weapon hit: * 5% chance to blind * 14% chance to gain 10% of a turn Burst (radius 1) on hit: +8 acid Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Blazehash (Misfortune) (0 def, 3 armour) Blazehash (Misfortune) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to daze Damage (Melee): 39 light Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +22% light Changes resistances penetration: +10% temporal Changes damage: +17% light Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+0 eff.) When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +13.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 20% chance to daze * 20% chance to gain 10% of a turn * 25% chance to blind Burst (radius 2) on crit: +8 lightning Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
drakeskin leather gloves 'Hellswrest' (Misfortune) (0 def, 3 armour) drakeskin leather gloves 'Hellswrest' (Misfortune) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage when hit (Melee): 8 fire Changes stats: +5 Str / +8 Wil / +1 Cun / +5 Con Changes resistances: +6% acid / +6% mind Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.20 Technique / Grappling Critical mult.: +15.00% Disarm immunity: +37% Mana each turn: +0.35 Maximum psi: +20.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +29% Mental crit. chance: +16% Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 arcane / +8 acid Burst (radius 1) on hit: +8 mind / +16 fire Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour) Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. Press to compare |
Stone Gauntlets of Harkor'Zun (Corpses) (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (Corpses) (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 66% Wil, 50% Mag, 48% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Curse of Corpses Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. Press to compare |
Ruthless Grip (Nightmares) (0 def, 5 armour) Ruthless Grip (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% Curse of Nightmares It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 298.78 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. Press to compare |
Hand of the World-Shaper (Misfortune) (0 def, 12 armour) Hand of the World-Shaper (Misfortune) (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 64% Cun, 54% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin Curse of Misfortune It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 248.41 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. Press to compare |
shielding linen wizard hat of the sentry (Misfortune) (1 def, 0 armour) shielding linen wizard hat of the sentry (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +5 (+0 eff.) Infravision radius: +3 See stealth: +6 See invisible: +7 Curse of Misfortune It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 112%, and attempts to push all creatures other then yourself out of its radius, inflicting 28.11 light damage and 34.81 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
champion's rough leather cap (Shrouds) (0 def, 1 armour) ===== champion's rough leather cap (Shrouds) (0 def, 1 armour) =====Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +1 Wil Mental save: +5 (+1 eff.) Light radius: +1 Curse of Shrouds A cap made of leather. Press to compare |
The Face of Fear (Madness) (8 def, 0 armour) The Face of Fear (Madness) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Curse of Madness It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 53% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 43%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. Press to compare |
Un'fezan's Cap (Shrouds) (1 def, 0 armour) Un'fezan's Cap (Shrouds) (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 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Shrouds It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 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 6 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 |
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: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 10 vim draining blight Changes stats: +4 Mag / +3 Wil Changes resistances: +5% arcane Changes damage: +8% blight / +15% arcane Physical save: +21 (+0 eff.) Maximum vim: +25.00 Spell crit. chance: +3% Curse of Misfortune It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 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 43%, 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 |
defender's voratun helm of knowledge (Shrouds) (7 def, 13 armour) defender's voratun helm of knowledge (Shrouds) (7 def, 13 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +5% all Physical save: +15 (+0 eff.) Mindpower: +3 (+0 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
voratun helm 'Blindvenom' (Misfortune) (0 def, 5 armour) voratun helm 'Blindvenom' (Misfortune) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 acid / 12 light Changes stats: +9 Str / +11 Dex / +4 Wil / +2 Cun / +4 Con Changes resistances: +6% blight / +15% physical / +19% darkness / -26% light Changes resistances penetration: +15% light Physical save: +11 (+0 eff.) Spell save: +20 (+0 eff.) Life regen: +8.00 Infravision radius: +4 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
19 agate 19 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
25 spinel 25 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 ametrine 26 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 citrine 20 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 zircon 19 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1567 alchemist agate (Shrouds) 1567 alchemist agate (Shrouds)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds Gems can be sold for money or used in arcane rituals. Press to compare |
Spectral Cage (Misfortune) Spectral Cage (Misfortune)Powered 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 (+1 eff.) Light radius: +5 Curse of Misfortune It can be used to release a will o' the wisp, costing 20 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 |
Summertide Phial (Misfortune) Summertide Phial (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Misfortune It can be used to call light (219 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Dazzlekarma the voratun pickaxe (Misfortune) (dig speed 5 turns) Dazzlekarma the voratun pickaxe (Misfortune) (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +5 Defense: +8 (+2 eff.) Effects on melee hit: * 75% chance to blind * 97% chance to gain 10% of a turn Damage when hit (Melee): 16 lightning Changes stats: +13 Str / +10 Wil Changes resistances: +10% physical / +6% mind / +9% light Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +12% lightning Maximum life: +36.00 Maximum stamina: +30.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. Press to compare |
The Bladed Rift (Nightmares) The Bladed Rift (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) This item does not take a turn to use. Activating this item is instant. Curse of Nightmares It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
Telekinetic Core (Shrouds) Telekinetic Core (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+0 eff.) Mindpower: +3 (+0 eff.) Curse of Shrouds It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 378 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. Press to compare |
arcane elm wand of clairvoyance (Misfortune) [power 9] (6 cooldown) arcane elm wand of clairvoyance (Misfortune) [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 Curse of Misfortune It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Lightbringer's Wand (Shrouds) Lightbringer's Wand (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+0 eff.) Light radius: +2 Curse of Shrouds It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty) (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Strongest Weeaboo the Superhuman Adventurer level 120
5th Flare 122nd year of Ascendancy at 07:18 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 8000 gold pieces.By The Strongest Weeaboo the Superhuman Adventurer level 71
4th Flare 122nd year of Ascendancy at 05:31 see stats
Exterminator (Nightmare (Roguelike) difficulty) (Uniques)
Killed 1000 creatures.By The Strongest Weeaboo the Superhuman Adventurer level 118
5th Flare 122nd year of Ascendancy at 02:01 see stats
Fear me not! (Nightmare (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By The Strongest Weeaboo the Superhuman Adventurer level 25
1st Flare 122nd year of Ascendancy at 18:37 see stats
Home sweet home (Nightmare (Roguelike) difficulty) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Strongest Weeaboo the Superhuman Adventurer level 120
5th Flare 122nd year of Ascendancy at 06:57 see stats
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By The Strongest Weeaboo the Superhuman Adventurer level 10
75th Pyre 122nd year of Ascendancy at 05:02 see stats
Level 20 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 20.By The Strongest Weeaboo the Superhuman Adventurer level 20
5th Mirth 122nd year of Ascendancy at 03:29 see stats
Level 30 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 30.By The Strongest Weeaboo the Superhuman Adventurer level 30
1st Flare 122nd year of Ascendancy at 20:34 see stats
Level 40 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 40.By The Strongest Weeaboo the Superhuman Adventurer level 40
2nd Flare 122nd year of Ascendancy at 04:00 see stats
Overpowered! (Nightmare (Roguelike) difficulty) (Uniques)
Did over 6000 damage in one attack.By The Strongest Weeaboo the Superhuman Adventurer level 108
4th Flare 122nd year of Ascendancy at 21:12 see stats
Size is everything (Nightmare (Roguelike) difficulty) (Uniques)
Did over 1500 damage in one attack.By The Strongest Weeaboo the Superhuman Adventurer level 73
4th Flare 122nd year of Ascendancy at 05:45 see stats
Size matters (Nightmare (Roguelike) difficulty) (Uniques)
Did over 600 damage in one attack.By The Strongest Weeaboo the Superhuman Adventurer level 31
2nd Flare 122nd year of Ascendancy at 00:28 see stats
The Arena (Nightmare (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By The Strongest Weeaboo the Superhuman Adventurer level 15
76th Pyre 122nd year of Ascendancy at 07:14 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty) (Uniques)
Learned the five chapters of the Legend of Garkul.By The Strongest Weeaboo the Superhuman Adventurer level 120
5th Flare 122nd year of Ascendancy at 07:18 see stats
The bigger the better! (Nightmare (Roguelike) difficulty) (Uniques)
Did over 3000 damage in one attack.By The Strongest Weeaboo the Superhuman Adventurer level 105
4th Flare 122nd year of Ascendancy at 20:20 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 3000 gold pieces.By The Strongest Weeaboo the Superhuman Adventurer level 19
4th Mirth 122nd year of Ascendancy at 23:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By The Strongest Weeaboo the Superhuman Adventurer level 18
76th Pyre 122nd year of Ascendancy at 12:20 see stats
Log
The Strongest Weeaboo's temporal clone's mind surges with critical power!
The Strongest Weeaboo's temporal clone's mind surges with critical power!
The Strongest Weeaboo casts Earthen Missiles.
The Strongest Weeaboo's spell attains critical power!
The Strongest Weeaboo's temporal clone speeds up.
The Strongest Weeaboo's spell attains critical power!
The Strongest Weeaboo's temporal clone deflects the projectile from The Strongest Weeaboo to the west!
The Strongest Weeaboo's spell attains critical power!
The Strongest Weeaboo misses Glunne the shadowblade.
Glunne the shadowblade counters the attack!
Glunne the shadowblade misses The Strongest Weeaboo.
Glunne the shadowblade performs a melee critical strike against The Strongest Weeaboo!
Your hatred grows even as your life fades! (+191 hate)
The Strongest Weeaboo begins rampaging!
You twist your body in complex ways mitigating the blow by 12219.
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
Glunne the shadowblade resists the mind attack!
The Strongest Weeaboo's spell attains critical power!
Glunne the shadowblade focuses and gains an extra blow!
Glunne the shadowblade performs a melee critical strike against The Strongest Weeaboo!
Your hatred grows even as your life fades! (+201 hate)
You twist your body in complex ways mitigating the blow by 13168.
Saving done.
Saving done.
Saving game...
