











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Ivuba the white wolf at level 21 on the 60th Haze 122nd year of Ascendancy at 13:20 / 2Killed by Xossra the squid at level 22 on the 61st Haze 122nd year of Ascendancy at 21:49 |
Primary Stats
| Strength | 35 (base 33) |
| Dexterity | 20 (base 20) |
| Constitution | 31 (base 25) |
| Magic | 16 (base 10) |
| Willpower | 40 (base 30) |
| Cunning | 17 (base 17) |
Resources
| Life | -174/556 |
| Hate | 100/100 |
| Steam | 100/100 |
| Healing Factor | 1.1876091979875 |
| Regeneration | 2.6721206954718 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.9515946898282E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 39 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Cold | +6% |
| Blight | +17% |
| Arcane | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Arcane | +5% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 29.08934837382 (100%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 6 |
| Physical Save | 33 |
| Spell Save | 24 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 9%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 68% |
| Fear Resistance | 18% |
| Knockback Resistance | 18% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 252 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Burnquencher the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes damage: +6% acid Maximum encumbrance: +24 Physical save: +5 (+2 eff.) Curse of Nightmares A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Leladedas (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +11% light / +10% darkness / +3% nature Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +40.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Crystalline Iron gauntlets (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 It is part of a set of items. When wielded/worn: Physical power: +12 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Chogadan' (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag Changes resistances: +9% blight Spell save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +26% Maximum life: +20.00 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | mule's steel ring of clarity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Mental save: +7 (+3 eff.) Confusion immunity: +24% Curse of Shrouds Rings make your fingers look great! |
| Around neck | Grinarig the OozebrawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Wil Changes resistances penetration: +5% nature / +15% blight Changes damage: +6% blight Spell crit. chance: +1% Damage Shield penetration: +10% Amulets make your neck look great! |
| In main hand | Skullcleaver (Nightmares) (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 21 damage and reducing their armor Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Nightmares A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Dradar the Shadowvengeance (Corpses) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -16% Changes resistances: +3% darkness / +3% temporal Changes damage: +9% mind Maximum encumbrance: +55 Blindness immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses A belt that goes around your waist. |
| In off hand | slime-covered dwarven-steel dagger (Shrouds) (116% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 50% * splashes acid on your target dealing 21 damage and reducing their armor Curse of Shrouds Sharp, short and deadly. |
| Cloak | Hanabers (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +5 Wil Changes resistances: +6% blight / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% blight Equilibrium when hit: +0.04 Spell crit. chance: +4% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Glaciercut' (Madness) (0 def, 13 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Armour Hardiness: +20% Fatigue: +26% Changes resistances: +5% acid / +6% physical / +11% blight / +15% cold / +12% nature Changes resistances penetration: +5% cold Changes damage: +6% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) Curse of Madness A suit of armour made of metal plates. |
Inventory
healing infusion (heal 40; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 485%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 520%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; magical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, temporal, darkness, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune 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 create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 temporal, 3 darkness, 3 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 104; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 104.09 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution 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 spell talent. |
blink rune (range 4; phase 11; cd 17)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: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 3; phase 12; cd 10)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: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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 spell talent. |
manasurge rune of the duelist (regen 728% over 10 turns; mana 36; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 728% for 10 turns (0 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 48; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 51; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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 spell talent. |
shatter afflictions rune of the titan (absorb 51; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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 spell talent. |
shielding rune (absorb 50; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 219; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 219 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 170; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 170 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 83; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Constitution 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 spell talent. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Duskdredge the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce damage dealt by 19% Changes resistances: +17% darkness / +5% arcane / +13% light Changes resistances penetration: +5% mind Blindness immunity: +26% Maximum hate: +6.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Stormbliss the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% lightning / +20% light / +13% darkness / +5% arcane Changes damage: +15% arcane Blindness immunity: +27% Light radius: +3 Amulets make your neck look great! |
Xina the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% blight Changes damage: +3% arcane / +6% temporal Critical mult.: +10.00% Spell save: +12 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
Hazebreacher (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Damage (Melee): 12 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 23 Damage (Ranged): 13 physical Damage when hit (Melee): 2 cold Changes stats: +3 Cun Changes resistances: +6% acid / +9% temporal / +9% nature Changes resistances penetration: +10% cold Changes damage: +3% cold Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
copper ring 'Aeredawyn' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% cold / +24% fire Changes damage: +3% mind / +12% fire Spell save: +3 (+1 eff.) Disarm immunity: +10% Only die when reaching: -20.00 life Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Rings make your fingers look great! |
copper ring 'Mucusravage' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +1 Wil Changes resistances: +11% temporal Changes resistances penetration: +5% nature Changes damage: +9% nature / +11% temporal Reduces incoming crit damage: 10.00% Curse of Misfortune Rings make your fingers look great! |
copper ring 'Xanoritha' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con / +1 Wil Changes resistances: +3% temporal / +22% fire Changes damage: +18% acid / +11% fire Curse of Madness Rings make your fingers look great! |
copper ring of fire (+20%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Curse of Madness Rings make your fingers look great! |
copper ring of power (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +5 (+0 eff.) Mindpower: +7 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.gold ring 'Flashprophet' (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +26% lightning / +5% arcane / +9% darkness / +12% acid Changes resistances penetration: +20% fire Changes damage: +13% lightning Spell save: +12 (+6 eff.) Curse of Corpses Rings make your fingers look great! |
rogue's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Curse of Misfortune Rings make your fingers look great! |
rogue's copper ring of darkness (+22%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Curse of Nightmares Rings make your fingers look great! |
savior's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
savior's copper ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Curse of Madness Rings make your fingers look great! |
warrior's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Curse of Misfortune Rings make your fingers look great! |
wizard's copper ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
wizard's copper ring of light (+20%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +6 (+3 eff.) Curse of Madness Rings make your fingers look great! |
balanced dwarven-steel dagger of evisceration (Shrouds) (117% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +25% Curse of Shrouds Sharp, short and deadly. |
balanced stralite dagger of massacre (Shrouds) (144% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+4 eff.) Disarm immunity: +21% Curse of Shrouds Sharp, short and deadly. |
dwarven-steel dagger of evisceration (Nightmares) (113% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Curse of Nightmares Sharp, short and deadly. |
dwarven-steel dagger of massacre (Corpses) (130% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 130% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
dwarven-steel dagger of massacre (Corpses) (128% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 128% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Bogravager the dwarven-steel greatmaul (Madness) (151% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 nature / +12 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +12% mind Changes resistances penetration: +10% mind / +15% temporal Curse of Madness Massive two-handed mauls. |
dwarven-steel greatsword 'Hellgrit' (Nightmares) (142% power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 13% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 acid When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +13 (+5 eff.) Damage when hit (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +5% acid / +15% fire / +14% all Curse of Nightmares Massive two-handed swords. |
stralite greatsword of erosion (Shrouds) (158% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature Curse of Shrouds Massive two-handed swords. |
Surefire (Corpses)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Corpses This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Samiyon the Unlightwhisper (Misfortune) (121% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +5 light Damage against: +10% Undead When wielded/worn: Changes stats: +3 Con Changes resistances: +3% darkness Light radius: +1 Curse of Misfortune Sharp, long, and deadly. |
Porariawe (Nightmares) (134% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +5 acid / +9 nature When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Changes stats: +1 Mag Changes resistances: +6% mind Changes resistances penetration: +25% acid / +10% nature Changes damage: +5% acid / +6% arcane Mana when firing critical spell: +2.00 Spellpower: +5 (+0 eff.) Curse of Nightmares Blunt and deadly. |
Bloomsoul (Nightmares) (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 94% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 27 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Pyrenoon the vined mindstar (Madness) (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire Damage (radius 1) on hit: +12 nature When wielded/worn: Defense: +11 (+5 eff.) Damage (Melee): 9 lightning Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +1 Cun / +3 Con Changes resistances: +8% lightning / +6% fire Changes resistances penetration: +7% lightning Changes damage: +11% lightning / +5% cold / +6% physical Talent granted: +1 Attune Mindstar Pinning immunity: +15% Life regen: +0.90 Maximum life: +24.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (Misfortune) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 91% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 169.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Sparkvenom (Madness) (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 88% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +16.00 Maximum hate: +4.00 Mindpower: +19 (+8 eff.) Mental crit. chance: +7% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Blazeradiance' (Madness) (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 88% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Damage when hit (Melee): 6 light Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +7% lightning / +6% light Changes resistances penetration: +6% lightning / +20% light Changes damage: +6% lightning / +6% fire / +12% acid Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gloreta (Nightmares) (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Damage (Melee): 21 fire Changes stats: +2 Cun Changes damage: +20% temporal / +20% darkness / +6% blight / +20% physical / +20% light Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+3 eff.) Spell crit. chance: +6% Light radius: +3 See invisible: +8 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 50.38 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Swampquell the ash magestaff (Shrouds) (111% power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +12% nature Changes resistances penetration: +15% nature Changes damage: +15% arcane / +15% nature Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Shinewind (Nightmares)Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +16 light / +4 lightning Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 9 arcane resource burn Changes stats: +3 Cun / +3 Wil Changes resistances: +12% blight / +5% arcane / +3% nature Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 (+3 eff.) Light radius: +1 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
River's Fury (Nightmares) (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 125% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 3.18 cold damage and 3.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Bokiran the Torchpiety (Shrouds) (103% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 103% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +6.0% Physical power: +10 (+4 eff.) Changes stats: +1 Con / +3 Wil Changes resistances penetration: +5% fire Curse of Shrouds One-handed war axes. |
steel waraxe of erosion (Misfortune) (107% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature Curse of Misfortune One-handed war axes. |
Crackleravage (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 6 nature Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +3% cold Curse of Madness It can be used to create a temporary shield that absorbs 176 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Glittercutter the rough leather belt (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Fatigue: -4% Changes stats: +1 Str / +3 Dex Changes resistances penetration: +5% light / +10% physical Maximum encumbrance: +20 Light radius: +2 Curse of Misfortune A belt that goes around your waist. |
Isodhebeth the Hazekiller (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% cold Life regen: +0.80 Stamina each turn: +3.00 Healing mod.: +11% Curse of Nightmares A belt that goes around your waist. |
Snowwire the rough leather belt (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Mag Changes resistances penetration: +20% cold Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 See invisible: +9 Curse of Madness A belt that goes around your waist. |
Xerotira the rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% fire / +7% cold Changes damage: +6% mind Spell save: +15 (+7 eff.) Equilibrium when hit: +0.04 Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Anubers' (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +3 Dex Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +3 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
rough leather belt 'Noldil' (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% temporal Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Maximum hate: +2.00 Spell crit. chance: +2% Mindpower: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Winterjam' (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +6% cold Changes resistances penetration: +10% mind / +5% cold Changes damage: +3% mind / +6% cold Maximum life: +31.00 Curse of Misfortune A belt that goes around your waist. |
Areruiyadig the linen cloak (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +1 Cun Changes resistances: +9% blight / +3% darkness Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Maximum life: +41.00 Maximum stamina: +12.00 Light radius: +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Kindlenigh' (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 13% Damage when hit (Melee): 2 arcane Changes stats: +2 Cun / +2 Dex Changes resistances: +3% acid Changes resistances penetration: +5% arcane / +20% fire Changes damage: +6% fire 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. |
linen cloak 'Xanariamira' (Madness) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% mind Disease immunity: +10% Silence immunity: +20% Maximum life: +60.00 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. |
resilient linen cloak of implacability (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismviper (Madness) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +5 Mag / +5 Wil Changes resistances: +7% all Changes resistances penetration: +20% light Changes damage: +3% lightning Mana each turn: +0.11 Psi each turn: +0.13 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (Nightmares) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
Turudir the woollen robe (Corpses) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +3 Con Changes resistances: +12% physical / +5% arcane / +3% blight / +3% fire / +6% nature / +9% all Changes damage: +7% nature / +12% physical Poison immunity: +23% Disease immunity: +20% Mana each turn: +0.16 Psi each turn: +0.11 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emarivea (Madness) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +4 Wil / +6 Cun Changes resistances: +3% mind Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) See invisible: +3 Curse of Madness A pair of boots made of leather. |
Eremylamas (Shrouds) (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Cut immunity: +10% Only die when reaching: -20.00 life Maximum life: +40.00 Infravision radius: +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (Misfortune) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gilichak the pair of iron boots (Nightmares) (10 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: -3% Changes stats: +1 Cun Changes resistances: +9% light Critical mult.: +10.00% Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% Teleport immunity: +10% Healing mod.: +5% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Iveda the pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Str / +4 Dex Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Life regen: +2.00 Maximum life: +20.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestraider (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Dex / +5 Con Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% cold Infravision radius: +2 Curse of Madness A pair of boots made of leather. |
pair of iron boots of strife (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Con / +3 Wil Changes resistances penetration: +6% physical Mindpower: +3 (+1 eff.) Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.stealthy pair of hardened leather boots of disengagement (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +2 Cun / +7 Lck Stealth bonus: +7 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
traveler's pair of iron boots of speed (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Movement speed: +25% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Shrouds It can be used to fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 20 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Chilloozer the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage when hit (Melee): 8 cold Changes stats: +4 Dex Changes resistances: +3% darkness / +30% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Layera (Corpses) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +4 Physical power: +15 (+5 eff.) Armour: +1 Damage when hit (Melee): 6 mind Changes stats: +4 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
Xeryma the iron gauntlets (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% physical Changes damage: +4% physical Poison immunity: +10% Silence immunity: +20% Teleport immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+2) (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical power: +5 (+2 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 19 arcane resource burn Changes resistances: +7% blight Spell save: +19 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Adinne (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +2 Armour: +3 Fatigue: +5% Changes stats: +1 Cun / +3 Con Changes damage: +3% physical Psi when hit: +0.12 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bleakstreaker (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +4 Con Changes resistances: +5% arcane Changes damage: +9% fire Mental save: +3 (+1 eff.) Cut immunity: +20% Disarm immunity: +10% Knockback immunity: +20% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dagamahir the Coalparry (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil Changes resistances: +5% blight Changes damage: +3% mind / +3% darkness Critical mult.: +5.00% Mental save: +12 (+6 eff.) Psi when hit: +0.12 Mindpower: +20 (+8 eff.) Curse of Corpses A cap made of leather. |
Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Floereaper (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Cun / +2 Wil Changes resistances: +3% blight / +3% darkness Changes resistances penetration: +15% cold Changes damage: +3% cold Mindpower: +4 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathudin the Hellquencher (Misfortune) (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+4 eff.) Defense: +1 (+0 eff.) Changes stats: +5 Str Changes resistances: +6% nature / +6% blight Changes damage: +3% fire Only die when reaching: -20.00 life Curse of Misfortune A pointy cloth hat, very wizardly... |
Tulamas the Burnrune (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 arcane Changes stats: +5 Dex Changes resistances: +12% cold / +6% fire / +16% darkness / +5% arcane Changes damage: +12% fire Infravision radius: +5 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvabeth (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex Changes resistances: +12% lightning / +6% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel helm of constitution (+4) (Corpses) (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Con Infravision radius: +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Wildward' (Shrouds) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 2 nature Changes resistances: +15% fire / +5% cold Changes damage: +3% nature Allows you to breathe in: water Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Bethulrawen the Glimmertrencher (Corpses) (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce armor by 13% * 20% chance to reduce damage dealt by 19% Changes resistances: +9% light / +20% fire Changes damage: +27% light Light radius: +2 Curse of Corpses A suit of armour made of leather. |
Morningblow (Misfortune) (15 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +15 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 6 light Changes stats: +5 Dex Changes resistances: +15% acid Changes damage: +18% light Maximum life: +30.00 Movement speed: +20% Curse of Misfortune A suit of armour made of leather. |
Blindwrack the quiver of yew arrows (16/16, 152% power, 18 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +8.0% Capacity: 16 Travel speed: +200% Damage (Ranged): +12 lightning / +20 darkness / +4 arcane / +14 nature Damage (radius 2) on crit: +11 lightning / +8 darkness Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Areyaba' (17/17, 135% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 135% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Damage (Ranged): +12 arcane / +17 cold Damage (radius 1) on hit: +4 blight Damage (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. |
6 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. |
225 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dairaneg the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +5 Str / +1 Dex / +3 Mag / +1 Con Changes resistances: +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Mayudhelaith' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances: +11% nature / +3% cold Changes damage: +6% nature Reduces incoming crit damage: 10.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Rherak' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Wil / +3 Con Changes resistances penetration: +5% blight / +5% arcane Spell save: +6 (+3 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glitterkiller the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Changes damage: +3% physical Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Duskdream'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag / +1 Wil / +2 Cun Changes resistances: +3% darkness Light radius: +6 See invisible: +6 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. |
brass lantern 'Isassra'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Dex / +1 Wil / +3 Cun / +2 Con Changes resistances: +6% fire Changes resistances penetration: +5% temporal Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
barbed pouch of steel shots (16/18, 129% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 129% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 18 On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Salylaith the ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +6 Changes damage: +3% physical It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Zumas the ash wand of lightning storm [power 176] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +15% arcane Changes damage: +3% acid / +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. * Increase all damage penetration by 12% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tommy_Wiseau the Cornac Cursed level 10
7th Flare 122nd year of Ascendancy at 05:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tommy_Wiseau the Cornac Cursed level 10
3rd Mirth 122nd year of Ascendancy at 18:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tommy_Wiseau the Cornac Cursed level 20
49th Haze 122nd year of Ascendancy at 03:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tommy_Wiseau the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 06:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tommy_Wiseau the Cornac Cursed level 10
25th Dusk 122nd year of Ascendancy at 22:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tommy_Wiseau the Cornac Cursed level 18
32nd Haze 122nd year of Ascendancy at 05:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tommy_Wiseau the Cornac Cursed level 21
60th Haze 122nd year of Ascendancy at 13:20 see stats
Log
Tommy_Wiseau's purging blight area effect hits Ravenous horror for 25 blight damage.
Melee retaliation hits Xossra the squid for 4 mind, 4 nature (9 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Tommy_Wiseau uses Infusion: Healing.
You feel your rampage slowing down. (-1 duration)
Tommy_Wiseau receives 102 healing from Infusion: Healing.
Tommy_Wiseau uses Infusion: Regeneration.
Tommy_Wiseau starts regenerating health quickly.
Tommy_Wiseau is no longer rampaging.
Ravenous horror moves reluctantly!
Mindrot hits Xossra the squid for 5 mind, 4 darkness (10 total damage).
Mindrot hits Ravenous horror for 2 mind, 4 darkness (7 total damage).
Xossra the squid uses Fan of Knives.
Xossra the squid's Fan of Knives performs a melee critical strike against Tommy_Wiseau!
Tommy_Wiseau begins rampaging!
Xossra the squid's Fan of Knives performs a melee critical strike against Tommy_Wiseau!
Xossra the squid's Fan of Knives hits Tommy_Wiseau for 72 physical damage.
Xossra the squid's Fan of Knives hits Tommy_Wiseau for (20 rampage shugs off), 95 physical (95 total damage).
Xossra the squid's Fan of Knives hits Tommy_Wiseau for 79 physical damage.
Xossra the squid's Fan of Knives hits Tommy_Wiseau for 57 physical damage.
Xossra the squid's Fan of Knives hits Tommy_Wiseau for 118 physical damage.
Melee retaliation hits Xossra the squid for 4 mind, 4 nature, 4 mind, 4 nature, 2 mind, 4 nature, 4 mind, 4 nature, 2 mind, 4 nature (41 total damage).
Tommy_Wiseau the level 22 cornac cursed was ground to death by Xossra the squid on level 3 of Lake of Nur.
The air around Tommy_Wiseau grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Xossra the squid is no longer being stalked by Tommy_Wiseau.































































































































