Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. 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: Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.3.1Bite-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. Adventurer Testing Cheat 1.3.1For testing purposes of adventurer synergies Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Everything is Unique! Compability Fix! 1.2.5Quick fix to allow compatability with adjustable levels mod. |
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 38 / 3% |
Size | medium |
Lifes / Deaths | Killed by Mayolle the elder vampire at level 10 on the 2nd Mirth 122nd year of Ascendancy at 20:43 / 5Killed by Mayolle the elder vampire at level 10 on the 2nd Mirth 122nd year of Ascendancy at 22:17 Killed by Zuborenne the great wolf at level 24 on the 2nd Flare 122nd year of Ascendancy at 12:05 Killed by Betykira the shivgoroth at level 27 on the 4th Flare 122nd year of Ascendancy at 01:30 Killed by Betykira the shivgoroth at level 27 on the 4th Flare 122nd year of Ascendancy at 02:50 |
Primary Stats
Strength | 127 (base 60) |
Dexterity | 88 (base 60) |
Constitution | 70 (base 60) |
Magic | 47 (base 32) |
Willpower | 56 (base 43) |
Cunning | 62 (base 34) |
Resources
Life | 1495/1495 |
Stamina | 243/243 |
Healing Factor | 1.63 |
Regeneration | 17.353228513034 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Invisible | 8 |
Offense: Mainhand
Damage | 201 |
Accuracy | 80 |
Crit Chance | 53% |
APR | 6 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 61.875 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Defense: Base
Armour (hardiness) | 78.611435882141 (37%) |
Defense | 59.59368430891 |
Ranged Defense | 63.195263231683 |
Fatigue | 0 |
Physical Save | 58.083333333333 |
Spell Save | 55.616666666667 |
Mental Save | 41.866666666667 |
Defense: Resistances
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 62% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 5% |
Bleed Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 58.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 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 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.0)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +18% critical damage, +22% off-hand weapon damage Power 2+: -1 Luck, +11 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 10.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 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 11 air and an additional 5 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 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 10 of Infinite Dungeon. Escort: injured seer (level 10 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 14 of Infinite Dungeon. Escort: injured seer (level 14 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by cryomancer. Escort: lost anorithil (level 4 of Infinite Dungeon) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | The Black Boots (Misfortune) (2 def, 1 armour) The Black Boots (Misfortune) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Misfortune "It's a treacherous road to the top of the world." Press to compare |
Quiver | Mayetta (20/20, 20.5-28.7 power, 5 apr) Mayetta (20/20, 20.5-28.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +7.0% Capacity: 20 On weapon crit: * cripple the target Damage (Ranged): +8 blight Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | Blazehunt BlazehuntInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +3% fire / +5% arcane / +12% mind Changes resistances penetration: +5% arcane / +5% mind Changes damage: +3% arcane Physical save: +18 (+5 eff.) Maximum life: +52.00 Light radius: +7 Healing mod.: +35% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Ce'Nadhena the Shimmeroozer (Misfortune) (12 def, 9 armour) Ce'Nadhena the Shimmeroozer (Misfortune) (12 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +9 Defense: +12 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +6 Cun Changes resistances: +7% lightning / +9% temporal / +6% acid / +1% physical / +6% nature / +4% all Changes damage: +9% lightning Reduces incoming crit damage: 5.00% Physical save: +8 (+2 eff.) Silence immunity: +15% Stun/Freeze immunity: +5% Curse of Misfortune A cap made of leather. Press to compare |
On hands | rough leather gloves of magic (+2) (Shrouds) (0 def, 1 armour) rough leather gloves of magic (+2) (Shrouds) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Airrock the gold ring (Shrouds) Airrock the gold ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 12 temporal Changes stats: +4 Str Changes resistances: +6% lightning / +30% fire Changes resistances penetration: +10% temporal Changes damage: +3% lightning / +12% temporal / +15% fire Life regen: +0.80 Maximum life: +54.00 Healing mod.: +18% Curse of Shrouds Rings can have magical properties. Press to compare |
On fingers | copper ring 'Korichik' (Misfortune) copper ring 'Korichik' (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Mag / +5 Wil / +5 Con Changes resistances: +6% darkness / +7% blight / +3% cold / +6% nature / +5% arcane Spell save: +3 (+1 eff.) Mental save: +25 (+8 eff.) Poison immunity: +15% Disease immunity: +13% Spellpower: +7 (+2 eff.) Curse of Misfortune Rings can have magical properties. Press to compare |
Around neck | copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. Press to compare |
In main hand | voratun mace of massacre (Madness) (50-70 power, 6 apr) voratun mace of massacre (Madness) (50-70 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Curse of Madness Blunt and deadly. Press to compare |
Around waist | rough leather belt of life (Madness) rough leather belt of life (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +10% Curse of Madness A belt that goes around your waist. Press to compare |
In off hand | living stralite shield of earthen fury (Madness) (10 def, 11 armour, 54-64.8 power, 141.5 block) living stralite shield of earthen fury (Madness) (10 def, 11 armour, 54-64.8 power, 141.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.0 - 64.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +13 nature When wielded/worn: Armour: +11 Armour Hardiness: +7% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 13 nature Changes resistances: +15% blight / +14% physical / +16% nature Talent granted: +4 Block Maximum life: +65.00 Curse of Madness Handheld deflection devices. Press to compare |
Cloak | Nimbusqueller (Madness) (1 def, 0 armour) Nimbusqueller (Madness) (1 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Dex / +3 Wil / +5 Cun Changes resistances: +6% acid / +3% temporal / +6% fire / +5% arcane / +6% cold / +3% nature / +12% lightning Disease immunity: +5% Cut immunity: +5% Silence immunity: +5% Disarm immunity: +5% Mental crit. chance: +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Molten Skin (Madness) (15 def, 12 armour) Molten Skin (Madness) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% Curse of Madness It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.4 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 163.98 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 253 over 5 turns)regeneration infusion (heal 253 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 274 over 5 turns)regeneration infusion (heal 274 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 532 over 5 turns)regeneration infusion of the warrior (heal 532 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 532 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 8; power 22; turns 5; dispells darkness)sun infusion (rad 8; power 22; turns 5; dispells darkness) 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 22; turns 3; dispells darkness)sun infusion (rad 6; power 22; turns 3; dispells darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 22; turns 4; dispells darkness)sun infusion (rad 6; power 22; turns 4; dispells darkness) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 21%; cure magical)wild infusion (resist 21%; cure magical) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (965% regen over 10 turns; 48 instant mana)manasurge rune (965% regen over 10 turns; 48 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 965% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 9; power 24; dur 6)phase door rune (range 9; power 24; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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. |
This item will automatically be transmogrified when you leave the level. reconstruction rune (heal 199; cure a cut or wound)reconstruction rune (heal 199; cure a cut or wound) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 199 life, and cure one cut or wound effect. 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. |
This item will automatically be transmogrified when you leave the level. reconstruction rune (heal 73; cure a cut or wound)reconstruction rune (heal 73; cure a cut or wound) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 73 life, and cure one cut or wound effect. 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. |
This item will automatically be transmogrified when you leave the level. acid wave rune (183 acid damage; dur 5; apply 21)acid wave rune (183 acid damage; dur 5; apply 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 182.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the sneak (356 acid damage; dur 5; apply 64)acid wave rune of the sneak (356 acid damage; dur 5; apply 64) 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 unleash a wave of acid in a cone of radius 6, doing 355.96 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 64. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (112 cold damage; 21 apply power)biting gale rune (112 cold damage; 21 apply power) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 30)teleportation rune (range 30) 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) 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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. 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. |
Emysevea the copper ring (Nightmares) Emysevea the copper ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes resistances: +22% lightning Changes damage: +11% lightning Critical mult.: +15.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. ash vilestaff of greater warding (Shrouds) (15-18 power, 3 apr, darkness element)ash vilestaff of greater warding (Shrouds) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Maximum wards: +3 darkness Changes damage: +15% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. short ash starstaff of might (Shrouds) (15-18 power, 3 apr, temporal element)short ash starstaff of might (Shrouds) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +10% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff of invocation (Madness) (30-36 power, 6 apr, cold element)lifebinding dragonbone magestaff of invocation (Madness) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +30% cold Talent granted: +1 Command Staff Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +30 (+10 eff.) Spell crit. chance: +5% Healing mod.: +21% Curse of Madness It can be used to conjure elemental energy in a radius 10 cone, dealing 53.03 - 63.64 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. warbringer's stralite battleaxe of massacre (Misfortune) (63.5-95.25 power, 3 apr)warbringer's stralite battleaxe of massacre (Misfortune) (63.5-95.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +34% Curse of Misfortune Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. glacial ash greatclub of balance (Nightmares) (29.5-44.25 power, 2 apr)glacial ash greatclub of balance (Nightmares) (29.5-44.25 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +11 Changes resistances penetration: +9% cold Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +2.00 Curse of Nightmares Massive two-handed clubs. Press to compare |
This item will automatically be transmogrified when you leave the level. thunderous steel greatmaul of phasing (Shrouds) (28.5-42.75 power, 14 apr)thunderous steel greatmaul of phasing (Shrouds) (28.5-42.75 power, 14 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 13% chance to daze Damage Shield penetration (this weapon only): +31% When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Curse of Shrouds Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. steel greatspear of the leech (Nightmares) (25.5-40.8 power, 5 apr)steel greatspear of the leech (Nightmares) (25.5-40.8 power, 5 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% On weapon hit: * Slows global speed by 10% * leeches stamina from the target Thrust Range: 2 When wielded/worn: Damage when hit (Melee): 10 nature slow Curse of Nightmares A heavy spear. Press to compare |
This item will automatically be transmogrified when you leave the level. Druregar the voratun greatspear (Madness) (66.5-106.4 power, 20 apr)Druregar the voratun greatspear (Madness) (66.5-106.4 power, 20 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 66.5 - 106.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +9.0% Attack speed: 83% On weapon hit: * Random elemental explosion Damage (Melee): +64 % trip chance Burst (radius 2) on crit: +16 mind Thrust Range: 2 When wielded/worn: Armour penetration: +14 Physical power: +10 (+2 eff.) Changes resistances penetration: +21% acid / +11% physical / +10% cold / +16% fire / +16% lightning Changes damage: +6% mind / +18% physical Reduces incoming crit damage: 5.00% Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Curse of Madness A heavy spear. Press to compare |
This item will automatically be transmogrified when you leave the level. crushing steel greatsword of torment (Misfortune) (30-48 power, 2 apr)crushing steel greatsword of torment (Misfortune) (30-48 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% mind / +13% darkness Curse of Misfortune Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. glacial blue-steel trident of ruin (Shrouds) (20-32 power, 8 apr)glacial blue-steel trident of ruin (Shrouds) (20-32 power, 8 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Armour: +10 Changes resistances penetration: +12% cold Critical mult.: +20.00% Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. heavy blue-steel trident of shearing (Corpses) (27.5-44 power, 8 apr)heavy blue-steel trident of shearing (Corpses) (27.5-44 power, 8 apr) Requires: - Strength 16 Crafted by a master 4.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Changes resistances penetration: +12% physical Changes damage: +10% physical Curse of Corpses * Grants [Heavy Strike] Talent A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. creative ash club of rage (Corpses) (11.5-16.1 power, 3 apr)creative ash club of rage (Corpses) (11.5-16.1 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / club ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +4 Cun Changes damage: +8% physical Critical mult.: +11.00% Stamina when hit: +1.00 Curse of Corpses Blunt and deadly. Press to compare |
insidious iron longsword of massacre (Misfortune) (16.5-23.1 power, 2 apr) insidious iron longsword of massacre (Misfortune) (16.5-23.1 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 insidious poison Curse of Misfortune Sharp, long, and deadly. Press to compare |
iron longsword (Nightmares) (12-16.8 power, 2 apr) iron longsword (Nightmares) (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Nightmares Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic steel longsword of shearing (Madness) (16-22.4 power, 3 apr)acidic steel longsword of shearing (Madness) (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% physical Changes damage: +8% physical Curse of Madness Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. paladin's steel mace of evisceration (Misfortune) (15.5-21.7 power, 3 apr)paladin's steel mace of evisceration (Misfortune) (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +9 light Damage conversion: 31% light When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +8% light Curse of Misfortune Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. steel mace of nature (Nightmares) (14-19.6 power, 3 apr)steel mace of nature (Nightmares) (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Curse of Nightmares Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of massacre (Misfortune) (55.5-77.7 power, 6 apr)elemental voratun mace of massacre (Misfortune) (55.5-77.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +11% acid / +13% fire / +11% lightning / +9% cold Curse of Misfortune Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun mace 'Beloleg' (Madness) (60-84 power, 6 apr)voratun mace 'Beloleg' (Madness) (60-84 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +15 Changes resistances penetration: +12% physical / +9% mind / +10% darkness Changes damage: +11% physical Critical mult.: +5.00% Equilibrium when hit: +0.08 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Curse of Madness Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun spear 'Hellsbreaker' (Misfortune) (42.5-59.5 power, 10 apr)voratun spear 'Hellsbreaker' (Misfortune) (42.5-59.5 power, 10 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +1.5% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 fire / +4 temporal Burst (radius 1) on hit: +4 fire Thrust Range: 3 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 14 nature Changes resistances penetration: +15% physical / +20% temporal / +5% fire Changes damage: +12% fire / +13% physical Curse of Misfortune A spear. Press to compare |
This item will automatically be transmogrified when you leave the level. pure shiny aurastone (Madness)pure shiny aurastone (Madness) Requires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 15% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 2.0 - 2.2 Uses stat: 15% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% Burst (radius 1) on hit: +8 arcane Curse of Madness A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of corruption (Misfortune) (15.5-20.15 power, 7 apr)plaguebringer's dwarven-steel dagger of corruption (Misfortune) (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to inflict damage reduction * 6% chance to disease * 20% chance to curse the target Damage (Melee): +9 blight When wielded/worn: Disease immunity: +18% Curse of Misfortune Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of rage (Madness) (39.5-51.35 power, 9 apr)flaming voratun dagger of rage (Madness) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +15 fire When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Str Changes damage: +12% physical Stamina when hit: +2.00 Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun dagger of crippling (Madness) (40-52 power, 9 apr)voratun dagger of crippling (Madness) (40-52 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. wyrm's vined mindstar of resolve (Nightmares) (5.5-6.05 power, 18 apr, mind damage)wyrm's vined mindstar of resolve (Nightmares) (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning / 4 physical / 4 fire / 3 acid / 5 cold Changes stats: +5 Wil Changes resistances: +4% lightning / +4% physical / +4% cold / +3% fire / +4% acid Physical save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Splendourwreath' (Corpses)dragonbone longbow 'Splendourwreath' (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +32 acid Burst (radius 1) on hit: +2 temporal When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str Changes resistances: +6% temporal Changes resistances penetration: +15% physical / +5% light / +13% temporal Changes damage: +34% acid / +29% temporal / +3% darkness / +18% physical Talent cooldown: Arrow Stitching (-1 turn) Light radius: +3 Curse of Corpses Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. cured leather sling (Shrouds)cured leather sling (Shrouds) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced leather sling (Corpses)reinforced leather sling (Corpses) Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling (Corpses)drakeskin leather sling (Corpses) Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling (Misfortune)drakeskin leather sling (Misfortune) Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. sentry's quiver of ash arrows of paradox (43/43, 25-35 power, 12 apr)sentry's quiver of ash arrows of paradox (43/43, 25-35 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 25.0 - 35.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +1.5% Capacity: 43 Turns elapse between self-loadings: 4 On weapon hit: * 9% chance to gain 10% of a turn Damage (Ranged): +11 temporal Arrows are used with bows to pierce your foes to death. Press to compare |
Ce'Nyratha (19/19, 14.5-17.4 power, 1 apr) Ce'Nyratha (19/19, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 40% chance to corrode armour Damage (Ranged): +11 insidious poison / +24 acid Burst (radius 1) on hit: +8 acid Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. Wind Worn Shot (24/25, 39-46.8 power, 15 apr)Wind Worn Shot (24/25, 39-46.8 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. Press to compare |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of the leech (20/21, 53.5-64.2 power, 6 apr)hateful pouch of voratun shots of the leech (20/21, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * Slows global speed by 12% * leeches stamina from the target Damage (Ranged): +27 darkness Damage against: +12% Living Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. sentry's pouch of voratun shots (50/50, 62-74.4 power, 13 apr)sentry's pouch of voratun shots (50/50, 62-74.4 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +7.0% Capacity: 50 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. Press to compare |
iron shield (Shrouds) (4 def, 2 armour, 9-10.8 power, 22.5 block) iron shield (Shrouds) (4 def, 2 armour, 9-10.8 power, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 22.5-31.5 power, 60 block)Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 22.5-31.5 power, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.5 - 31.5 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. Press to compare |
shocking steel shield (Nightmares) (6 def, 2 armour, 19.5-23.4 power, 37 block) shocking steel shield (Nightmares) (6 def, 2 armour, 19.5-23.4 power, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.5 - 23.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 On weapon hit: * 17% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 11 lightning Talent granted: +2 Block Curse of Nightmares Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. warded steel shield of patience (Shrouds) (6 def, 2 armour, 16.5-19.8 power, 43 block)warded steel shield of patience (Shrouds) (6 def, 2 armour, 16.5-19.8 power, 43 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +43 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +13 temporal When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 temporal Changes resistances: +13% temporal Maximum wards: +2 lightning / +3 temporal / +3 blight / +2 fire / +2 cold Talents granted: +1 Ward +2 Block Curse of Shrouds It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (365) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. coruscating dwarven-steel shield of radiance (Corpses) (8 def, 2 armour, 29-34.8 power, 80.5 block)coruscating dwarven-steel shield of radiance (Corpses) (8 def, 2 armour, 29-34.8 power, 80.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +16 light / +13 fire When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 24% chance to blind Damage when hit (Melee): 16 fire Changes stats: +3 Str / +3 Mag / +5 Con Changes resistances: +13% light / +10% fire Talent granted: +3 Block Curse of Corpses Handheld deflection devices. Press to compare |
warded stralite shield of radiance (Misfortune) (10 def, 2 armour, 48-57.6 power, 138 block) warded stralite shield of radiance (Misfortune) (10 def, 2 armour, 48-57.6 power, 138 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +16 light When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +11% light Maximum wards: +2 lightning / +2 temporal / +3 blight / +2 fire / +1 cold Talents granted: +1 Ward +4 Block Curse of Misfortune Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. elven-silk robe of Linaniil (Nightmares) (5 def, 0 armour)elven-silk robe of Linaniil (Nightmares) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mana each turn: +0.24 Maximum mana: +69.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +13% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of corrosion (+13%) (Nightmares) (5 def, 0 armour)stormwoven elven-silk robe of corrosion (+13%) (Nightmares) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +13% lightning / +6% cold / +24% acid Changes damage: +15% lightning / +11% physical / +16% acid / +15% cold Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. Skin of Many (Shrouds) (12 def, 6 armour)Skin of Many (Shrouds) (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Shrouds The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. Press to compare |
This item will automatically be transmogrified when you leave the level. Masochism (Madness) (0 def, 0 armour)Masochism (Madness) (0 def, 0 armour) Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+3 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Madness It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 187.28 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. Press to compare |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Brodysus' (Shrouds) (5 def, 8 armour)drakeskin leather armour 'Brodysus' (Shrouds) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 acid / 10 lightning / 13 fire / 12 mind / 11 cold Changes stats: +1 Cun Changes resistances: +13% acid / +12% fire / +12% lightning / +11% cold Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Life regen: +38.30 Equilibrium when hit: +0.04 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +66% Heals friendly targets nearby when you use a nature summon: +40 Curse of Shrouds A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. miasmic drakeskin leather armour of the wind (Shrouds) (18 def, 8 armour)miasmic drakeskin leather armour of the wind (Shrouds) (18 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +29 Physical crit. chance: +7.0% Armour: +8 Defense: +18 (+5 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 7 acid Changes resistances: +20% acid / +22% nature Stamina each turn: +1.00 Chance to avoid any damage: +6% Curse of Shrouds It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of spell shielding (Nightmares) (5 def, 8 armour)spiked drakeskin leather armour of spell shielding (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 19 physical Changes resistances: +8% arcane Spell save: +20 (+6 eff.) Curse of Nightmares A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of command (Corpses) (10 def, 18 armour)impenetrable steel mail armour of command (Corpses) (10 def, 18 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +3 Cun Mental save: +14 (+5 eff.) Curse of Corpses A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. steel mail armour of delving (Nightmares) (2 def, 6 armour)steel mail armour of delving (Nightmares) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Str Changes resistances: +10% darkness / +8% physical Light radius: +2 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
fortifying stralite mail armour of Eyal (Misfortune) (4 def, 8 armour) fortifying stralite mail armour of Eyal (Misfortune) (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +2 Str / +3 Con Life regen: +1.20 Maximum life: +113.00 Healing mod.: +14% Curse of Misfortune A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. Chromatic Harness (Corpses) (10 def, 14 armour)Chromatic Harness (Corpses) (10 def, 14 armour) Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of the deep (Shrouds) (5 def, 13 armour)fortifying voratun mail armour of the deep (Shrouds) (5 def, 13 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Changes resistances: +6% acid / +11% cold Allows you to breathe in: water Maximum life: +68.00 Curse of Shrouds A suit of armour made of mail. Press to compare |
Nimbusmight the iron plate armour (Misfortune) (3 def, 7 armour) Nimbusmight the iron plate armour (Misfortune) (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to daze Changes stats: +1 Wil Changes resistances: +6% arcane Spell save: +11 (+4 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Curse of Misfortune A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. searing steel plate armour (Corpses) (4 def, 9 armour)searing steel plate armour (Corpses) (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 11 acid / 10 fire Changes resistances: +15% acid / +12% fire Curse of Corpses A suit of armour made of metal plates. Press to compare |
spiked steel plate armour (Corpses) (4 def, 9 armour) spiked steel plate armour (Corpses) (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Curse of Corpses A suit of armour made of metal plates. Press to compare |
Cloak of Past Lives (Corpses) Cloak of Past Lives (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Spellpower: +15 (+5 eff.) Mindpower: +15 (+4 eff.) Curse of Corpses A black cloak that seems to twist and contort on its own. Press to compare |
This item will automatically be transmogrified when you leave the level. Voratha the elven-silk cloak (Shrouds) (7 def, 0 armour)Voratha the elven-silk cloak (Shrouds) (7 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Defense: +7 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -5% Changes stats: +3 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +9% mind / +12% lightning Changes resistances penetration: +6% arcane Changes damage: +12% arcane Critical mult.: +24.00% Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Mental save: +20 (+7 eff.) Pinning immunity: +10% Maximum life: +72.00 Maximum mana: +100.00 Maximum stamina: +18.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +5% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Shadespitter (Shrouds) (12 def, 1 armour) Shadespitter (Shrouds) (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+3 eff.) Fatigue: +1% Changes stats: +1 Cun Changes resistances: +6% fire / +9% darkness / +6% cold Changes damage: +3% mind Maximum hate: +8.00 Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 22 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
miner's pair of rough leather boots of tirelessness (Nightmares) (0 def, 6 armour) miner's pair of rough leather boots of tirelessness (Nightmares) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 Curse of Nightmares A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. The Black Boots (Corpses) (2 def, 1 armour)The Black Boots (Corpses) (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Corpses "It's a treacherous road to the top of the world." Press to compare |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots 'Cyronn' (Shrouds) (0 def, 5 armour)pair of drakeskin leather boots 'Cyronn' (Shrouds) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +2 Str / +5 Dex / +3 Wil / +1 Cun / +3 Con / +10 Lck Changes resistances: +15% darkness / +27% temporal Changes resistances penetration: +16% darkness / +19% temporal Stealth bonus: +13 Maximum encumbrance: +46 Physical save: +9 (+3 eff.) Silence immunity: +40% Confusion immunity: +40% Stun/Freeze immunity: +43% Light radius: +1 Defense after a teleport: +11 Resist all after a teleport: +19% New effects duration reduction after a teleport: +25% Curse of Shrouds A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves of butchering (Shrouds) (0 def, 2 armour)scouring hardened leather gloves of butchering (Shrouds) (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical power: +9 (+2 eff.) Armour: +2 Effects when hit in melee: * 20% chance to reduce powers by 20% * 23 arcane resource burn Changes resistances: +7% blight Spell save: +30 (+9 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to reduce powers by 20% * 21 arcane resource burn * 13% chance to corrode armour * Slows global speed by 12% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. Velossra the voratun gauntlets (Misfortune) (0 def, 11 armour)Velossra the voratun gauntlets (Misfortune) (0 def, 11 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +11 Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 7 physical / 13 fire Changes stats: +3 Cun Changes resistances: +8% fire Changes damage: +7% fire / +5% physical Grants telepathy: Humanoid/Orc Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +40% Life regen: +4.50 Stamina each turn: +0.70 Psi each turn: +0.29 See invisible: +3 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 40% chance to corrode armour Damage (Melee): +4 acid Burst (radius 1) on hit: +4 acid / +14 physical Burst (radius 2) on crit: +15 fire / +13 physical Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of decomposition (Misfortune) (3 def, 0 armour)aegis elven-silk wizard hat of decomposition (Misfortune) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +5% light / +4% fire / +6% nature / +6% acid / +3% blight / +4% cold / +6% darkness Life regen: +3.20 Damage Shield Power: +8% Curse of Misfortune A pointy cloth hat, very wizardly... Press to compare |
Elivea the iron helm (Misfortune) (0 def, 3 armour) Elivea the iron helm (Misfortune) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil / +3 Con Changes resistances: +7% acid / +6% cold / +6% fire / +6% mind / +5% lightning Changes damage: +3% mind Mental save: +12 (+4 eff.) Psi when hit: +0.08 Mindpower: +2 (+0 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. Quasit's Skull (Nightmares) (0 def, 12 armour)Quasit's Skull (Nightmares) (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Curse of Nightmares Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. Press to compare |
This item will automatically be transmogrified when you leave the level. Kilnswift (Corpses) (0 def, 5 armour)Kilnswift (Corpses) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes stats: +4 Str / +3 Dex / +6 Wil / +5 Cun / +4 Con Changes resistances: +12% blight / +3% fire / +18% mind / +3% nature Changes resistances penetration: +5% nature / +20% fire Changes damage: +3% fire Physical save: +11 (+3 eff.) Mental save: +49 (+16 eff.) Confusion immunity: +30% Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. Beleba (Madness)Beleba (Madness) Requires: - Strength 38 - Dexterity 38 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 5 When used to attack (with talents): Base power: 42.5 - 46.8 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +3.0% Block value: +62 Damage (Melee): +10 acid / +4 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +7.5% Armour: +10 Defense: +12 (+3 eff.) Fatigue: +7% Effects when hit in melee: * 14% chance to corrode armour Changes stats: +4 Con Changes resistances: +15% acid / +5% darkness / +9% mind Talent granted: +5 Guard Stealth bonus: +15 Spell save: +23 (+7 eff.) Disarm immunity: +5% Only die when reaching: -40.00 life Curse of Madness Small handheld shield used for deflecting blows and misdirecting opponents. Press to compare |
This item will automatically be transmogrified when you leave the level. cosmic voratun buckler (Madness)cosmic voratun buckler (Madness) Requires: - Dexterity 38 - Strength 38 Powered by arcane forces 3.00 Encumbrance. Type: armor / buckler ; tier 5 When used to attack (with talents): Base power: 42.0 - 46.2 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +3.0% Burst (radius 2) on crit: +29 light / +27 darkness When wielded/worn: Physical crit. chance: +7.5% Defense: +12 (+3 eff.) Fatigue: +7% Changes resistances: +10% light / +10% darkness Talent granted: +5 Guard Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Madness Small handheld shield used for deflecting blows and misdirecting opponents. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced voratun buckler of the shroud (Nightmares)reinforced voratun buckler of the shroud (Nightmares) Requires: - Dexterity 38 - Strength 38 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / buckler ; tier 5 When used to attack (with talents): Base power: 43.5 - 47.9 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +3.0% Block value: +70 When wielded/worn: Physical crit. chance: +7.5% Armour: +9 Defense: +12 (+3 eff.) Fatigue: +7% Changes resistances: +14% darkness / +14% mind Talent granted: +5 Guard Stealth bonus: +16 Spell save: +29 (+8 eff.) Curse of Nightmares Small handheld shield used for deflecting blows and misdirecting opponents. Press to compare |
agate 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. |
ametrine 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. |
2 citrine 2 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. |
zircon 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. |
aquamarine 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. |
opal 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
209 alchemist agate 209 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Light radius: +2 Healing mod.: +13% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
alchemist's lamp 'Darkwaker' alchemist's lamp 'Darkwaker'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +15% blight / +12% cold / +14% temporal Changes resistances penetration: +10% darkness / +5% blight Changes damage: +3% darkness Physical save: +15 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +15 (+5 eff.) Light radius: +3 Defense after a teleport: +30 Resist all after a teleport: +27% New effects duration reduction after a teleport: +34% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
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. |
Tarrodevon the stralite torque of psychoportation [power 91] (42 cooldown) Tarrodevon the stralite torque of psychoportation [power 91] (42 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances: +5% arcane Maximum wards: +2 physical / +5 mind / +3 darkness Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Life regen: +0.60 Psi each turn: +0.36 Only die when reaching: -20.00 life It can be used to teleport randomly (rad 91), putting all charms on cooldown for 42 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Achievements
By rgfb the Skeleton Bulwark level 20
9th Mirth 122nd year of Ascendancy at 12:07 see stats
By rgfb the Skeleton Bulwark level 22
2nd Summertide 122nd year of Ascendancy at 17:18 see stats
By rgfb the Skeleton Bulwark level 10
1st Mirth 122nd year of Ascendancy at 22:57 see stats
By rgfb the Skeleton Bulwark level 20
9th Mirth 122nd year of Ascendancy at 06:31 see stats
By rgfb the Skeleton Bulwark level 30
7th Flare 122nd year of Ascendancy at 03:45 see stats
By rgfb the Skeleton Bulwark level 30
8th Flare 122nd year of Ascendancy at 01:41 see stats
By rgfb the Skeleton Bulwark level 24
2nd Flare 122nd year of Ascendancy at 11:56 see stats
By rgfb the Skeleton Bulwark level 34
8th Flare 122nd year of Ascendancy at 13:15 see stats
By rgfb the Skeleton Bulwark level 26
3rd Flare 122nd year of Ascendancy at 10:10 see stats
Log
Rgfb uses Assault.
Rgfb uses Assault.
Rgfb uses Shield Pummel.
Rgfb uses Assault.
Rgfb uses Shield Pummel.
Rgfb uses Shield Slam.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Rgfb uses Assault.
Rgfb uses Assault.
Rgfb uses Dig.
Digging starts...
Dug for 37 turns.
Rgfb wears(replacing): iron pickaxe (dig speed 36 turns).
Rgfb uses Dig.
Digging starts...
Talent Dig is ready to use.
Dug for 37 turns.
Rgfb uses Dig.
Digging starts...
Dug for 37 turns.
Rgfb deactivates Shield Wall.
Rgfb deactivates Precise Strikes.
Rgfb deactivates Daunting Presence.